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@VIIbrid
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Favorite Game
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Review Showcase
68 Hours played
The popularity of this game is deserved, but very concerning.

Popular indie games have a habit of ascertaining a very loud, territorial, and highly defensive following. Not only is it overwhelming for a creator, but also for its community. It creates an echo chamber that is opposed to foundational changes, which are necessary for early access games. I hope that Zeekerss will utilize this with experimental updates that explore possible additions and fixes.

That being said, the gameplay is really entertaining and complex for something that is relatively simple. It features a proximity voice chat which is ESSENTIAL, not only for the gameplay, but for the best experience. It should be played without any knowledge of its contents and with others who don't know anything either. The low-resolution, low-poly, aliasing aren't what sell its visuals - the animations, technology and UI design do. The player's running animation is cheesy as hell and it's great. A lot of the animations and movement in this game are genuinely spectacular. I haven't had this much fun with something new in a long time, and that's insanely rare for me.

(Ironically, one of those recent games was DOORS, another Roblox developer game. Now, I couldn't pin it down, but I could tell it was made by a Roblox developer without seeing the splash screen. Maybe it's the jumping? The inventory slots? The items?)

[Play if you like / vice versa: SCP: CONTAINMENT BREACH, DOORS, DEEP ROCK GALACTIC.]

Feedback:
- The mansions would be more impactful if it was only pure random chance to be one. It would need to be balanced out by that random chance becoming higher on later planets. Is it inspired by the Memories movie, by the way?
- The way the girl is handled is diabolical and I LOVE it.
- It would be very interesting to have a character that plays back what the players say.
- Something else that would be interesting is a fake player roaming around to misdirect.
- The bracken room looks a lot like the backrooms, and therein really out of place. It also wastes an opportunity to actually have some kind of rare, temporary dimensional door that a player can get separated by.
- The moon interiors lack visual distinction and don't reflect their locations.
- The enemy variety is pretty great, but some feel really out of place. Mines/turrets in the mansions? Jesters in bunkers? It's aesthetically dissonant. It would be much better if the enemies were categorized to be in specific places. There could still be varying overlaps; like some enemies could be in all places, some are only in one, and others are in a few but not others. This would allow for a great opportunity to have different "biomes" or bunkers, like military, paranormal, bio/alien research, etc.
- A lot of enemy designs are actually really freaky and fit within the established environments. Coilheads have a really great sound, but the giant spring is really wacky. The Jester is even worse, with a massive skull and human legs that no one can take seriously.
- You could have moons that play off the mechanics of a specific enemy pool to create unique, difficult circumstances.
- The exteriors lack loot.
- As far as I have noticed, the mountain creatures are generally unfair. If they aren't already, they should be dependent on the presence of flashlights, glowing loot, ship lights, flashbangs, etc.
- The sprint meter could be dropped, as the loot weight and footstep volume are effective in punishing the player.
- I worry that the game will adopt a system in which new moons are locked behind higher and higher costs. If it does, new content will only be accessible after playing a lot of what you've seen before, and it wouldn't be guaranteed. Simultaneously, new content could be immediately accessible, but then overwhelm and cram the base game.
- The "days remaining" mechanic could be repurposed as a "liftoffs remaining" mechanic. This would allow moons, which would have different rotational speeds, to allow different durations of visits. This could allow for longer visits with higher rewards and risk, similar to Deep Rock Galactic's "Deep Dives."
- The game doesn't have much lore, and since that's not the focus, that's fine. If this were to change in the future, consider stronger world-building that interweaves its contents.
- The music is really out of place when it plays in interiors, but the title music kicks ass.
- The "taunts" are great and I hope we get even more.
- The health UI looks way too similar to Outer Wilds.
- The bestiary and logs should probably be client-side.
- The quotas should scale dependent on player quota, as more players means more money.
- The turrets and mines should really detect the monsters. That's what they're there for, no?
- The fact there can be more than one Coilhead is just unfair.
- Total ship loot value or fix the loot scan.
Screenshot Showcase
Never have to play this game ever again.
1
Recent Activity
295 hrs on record
last played on Jun 6
289 hrs on record
last played on Jun 5
9 hrs on record
last played on Jun 3
HACE May 7 @ 4:59pm 
bape
HACE Jun 24, 2021 @ 9:43pm 
What website do I go to
Boseph Nov 16, 2019 @ 11:55pm 
National Sapper Competition
Tamagakure Jul 2, 2019 @ 9:56am 
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Tamagakure Jul 2, 2019 @ 9:56am 
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It's COOL to be gay!
Post this on the wall of a homosexual friend and tell them how COOL they are
Tamagakure Jul 2, 2019 @ 9:55am 
IF YOU DIED TOMORROW I WOULDN'T BE AT YOUR FUNERAL BECAUSE I'D BE WATCHING.

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