Forever Skies

Forever Skies

View Stats:
The start feels boring
I was about to write a feedback from the game to avoid posting on forum.
But that option opens the browser and requires email.
And here there is no suggestion sub-forum.

My feedback so far.

I arrived to the craft synthetic fuel stage.
While the todo list helps understanding what the next step is, I somewhat dislike it because it feels like a tutorial. That feeling is amplified by thirst and hunger becoming red at the right moment, when I am close to crafting the means to produce water and food. This highlights that you was not able to place the player into a survival state but you just teach him how to grind. This instantly took away the survival environment from me and I closed the game after less than one hour playing. Maybe if I play longer it becomes interesting.

Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

I think the game deserves it's recent mostly positive rating.
< >
Showing 1-11 of 11 comments
Don't worry that the beginning is boring.
It doesn't actually get any better later on.
Menzagitat Apr 14 @ 11:50pm 
Maybe it gets better as they add more content
https://steamcommunity.com/games/1641960/announcements/detail/804560736106841797

If I waited so long for the release, I can wait more.
The start is a bit slow, but it ramps up nicely as you progress. It is not an action packed game with big flashy effect, its a more chill survival builder. The grind has been simplifed a lot over the patches so right now its very smooth and unless you decide to build very elaborate and large ships (like me) you wont run out of resources easy and wont need a metric ton of certain ones.
Ah yes about the suit crafter and ship crafter that is an annoying feature. It was added recently and i dont know why. There they really need to improve cohesion. The ship printer really should have access to all suit blueprints.
Originally posted by Menzagitat:
Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

This is my main gripe.
FFH_Greg  [developer] Apr 15 @ 8:06am 
Originally posted by Menzagitat:
I was about to write a feedback from the game to avoid posting on forum.
But that option opens the browser and requires email.
And here there is no suggestion sub-forum.

My feedback so far.

I arrived to the craft synthetic fuel stage.
While the todo list helps understanding what the next step is, I somewhat dislike it because it feels like a tutorial. That feeling is amplified by thirst and hunger becoming red at the right moment, when I am close to crafting the means to produce water and food. This highlights that you was not able to place the player into a survival state but you just teach him how to grind. This instantly took away the survival environment from me and I closed the game after less than one hour playing. Maybe if I play longer it becomes interesting.

Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

I think the game deserves it's recent mostly positive rating.

Thanks for the feedback.
Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings.

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
FFH_Greg  [developer] Apr 15 @ 8:07am 
Originally posted by ThatGuyKhi:
Originally posted by Menzagitat:
Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

This is my main gripe.

Sorry, just gonna c&p what i sent to OP lol:

Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings?

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
Originally posted by FFH_Greg:
Originally posted by ThatGuyKhi:

This is my main gripe.

Sorry, just gonna c&p what i sent to OP lol:

Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings?

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
That sounds great. Will do!
Well, the early game used to be 10 hours of farming, now it's just 90 minutes of farming as long as you make all the upgrades and automatization stuff
Trav Apr 15 @ 8:45am 
Originally posted by FFH_Greg:
Originally posted by Menzagitat:
I was about to write a feedback from the game to avoid posting on forum.
But that option opens the browser and requires email.
And here there is no suggestion sub-forum.

My feedback so far.

I arrived to the craft synthetic fuel stage.
While the todo list helps understanding what the next step is, I somewhat dislike it because it feels like a tutorial. That feeling is amplified by thirst and hunger becoming red at the right moment, when I am close to crafting the means to produce water and food. This highlights that you was not able to place the player into a survival state but you just teach him how to grind. This instantly took away the survival environment from me and I closed the game after less than one hour playing. Maybe if I play longer it becomes interesting.

Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

I think the game deserves it's recent mostly positive rating.

Thanks for the feedback.
Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings.

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
That's great to know. This should definitely be on my default!
FFH_Greg  [developer] Apr 15 @ 8:48am 
Originally posted by Trav:
Originally posted by FFH_Greg:

Thanks for the feedback.
Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings.

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
That's great to know. This should definitely be on my default!

Agreed!
Menzagitat Apr 15 @ 11:28pm 
Originally posted by FFH_Greg:
Originally posted by Menzagitat:
I was about to write a feedback from the game to avoid posting on forum.
But that option opens the browser and requires email.
And here there is no suggestion sub-forum.

My feedback so far.

I arrived to the craft synthetic fuel stage.
While the todo list helps understanding what the next step is, I somewhat dislike it because it feels like a tutorial. That feeling is amplified by thirst and hunger becoming red at the right moment, when I am close to crafting the means to produce water and food. This highlights that you was not able to place the player into a survival state but you just teach him how to grind. This instantly took away the survival environment from me and I closed the game after less than one hour playing. Maybe if I play longer it becomes interesting.

Another issue: why do I have to navigate between device fabricator and suit fabricator menus?
You should include the items the suit can produce into the fabricator too.
This made me think to this UI with tabs and lists.
This is not a diegetic UI. It is a bad choice given that the game perspective is first person.
Feels like there was no communication between the UI developer and the artists.
Or the person who coordinated both, had no better vision.

I think the game deserves it's recent mostly positive rating.

Thanks for the feedback.
Might i suggest turning on Ingredients Auto-crafting in the Gameplay Settings.

It let's you craft the item you need with just one click if you have all the raw materials, without having to make all the components in separate screens - makes life a lot easier.
Thanks for the suggestion.
I tried it out yesterday and it feels better now.
As Trav said, you have to make that option default even though if somebody will disable it, will face the problem.

I continued the journey, landed onto the next building and once I cleared it out, I again closed the game.

I feel like being forced to fall back into an Early Access mindset where I have to tell you how to make the game good. Why the other players who tested it so far gave a positive review? Was it "this has potential" type of feedback?

Anyway, it is clear that the game tried to combine Subnautica and Raft elements.
In Raft we start on 4 tiles and if we don't act fast, the shark eats us. I've seen many requests on their forums, from people asking for somebody to friend up, and come to heal them, because they don't want to lose the loot.
So I think you developers played those games but you were the kind of players who dislike danger. You would "improve" those games by removing it.
Imagine Minecraft without creepers. These days Minecraft devs are also afraid to add such mobs, but the original dev knew what he was doing.

In Raft you don't damage your raft if you hit the islands.
In Subnautica, even though you can damage it, you can leave the ship and swim or use smaller vehicles.

The early checklist feels bad. Somehow in Subnautica was feeling ok because the pressure to survive by exploring without ship and facing 4 types of danger: oxygen, fauna, thirst and hunger. They had temperature too later.
The two higher dangers were a good distraction and the player was starting with a good stash of water and food.
Here I see I got spoiled food quite fast.

Here the mechanic of getting the early food feels bad. It is not hunting, chasing the pray. Player just clicks the UI.

In Subnautica eventually the player got the info that has a virus but was not constantly reminded by his sickness by having a gauge.
Why is that bad? Because a game is a survival game when the player immerses himself into the character. Food in mmorpgs is just a buff. In survival games feels like food for yourself. I don't want to constantly be reminded that I am sick. But this is just a minor game design issue which I wanted to tell you.

I see people complain that the buildings are copy paste, like the islands in Raft. But that is not the real issue.
I gave up again after the first travel from the starting building to the next.
You have to improve the game-play.

By the way, I avoided The Planet Crafter because it has no fauna danger. Yet is highly popular. I guess when you make a game you must be careful you don't mix target audiences of if you do, the gameplay is so interesting that things we would complain about become small issues. And you as developers should not listen to everybody but have a clear understanding of what you do.
< >
Showing 1-11 of 11 comments
Per page: 1530 50