Cubic Odyssey

Cubic Odyssey

Demo Feedback
First, thanks for releasing a demo, it's always appreciated to test out a game, for free.

The following is what's really jumped out at me during playing the demo along with some thoughts. Some are very minor things but hey feedback is feedback right?

Inventory - Moving items from one container to another seems a bit off. It's like you need to double click to shift from backpack to a container. It then only fills an existing stack in the container meaning you need to double click again to move the remainder. Sometimes doing this on items (such as battery) shifts it to the active slot rather than the open container. Coal also seems to be hit and miss on whether it'll top off the stack in the refineries.

Having specific key modifiers to stack, split, single in addition to what you've already got would be great. Likewise some UI to do a transfer to base containers in one click is a great QOL thing.

Shooting - Aiming seems way off, especially for the smaller critters. Given how easy it is to be swarmed, overwhelmed and the limit of shots this proves frustrating in combat.

Critters - Might just be me but the telegraphing (audio) of critters coming into attack seems too subtle. I get lots of false positive text alerts of something being detected which I run/speed past anyway (ultimately undervaluing the alerts). Perhaps the alert should trigger if a critter is locked on and about to attack. Additionally it seems many can fire through doors or clip through walls/doors (the floating mantarays specifically).

Energy/Durability - I appreciate the whole food/water thing is dropped in exchange for an energy system. However, within the confines of the demo the battery use, depletion (which only gets worse as you are required to use more tools) means you're ultimately running around with a stack (non-stackable) pack of batteries to swap out. Some balance, IMO, is needed here. Likewise for durability, this seems a bit unnecessary, an additional frustration. If it stays, I think it should only apply to items that are not reliant on energy. Broken items should also not just vanish.

Questing - A bit peripheral and rough right now. The demo seems to show, collect item/ore or kill X. I wasn't overly interested in doing these beyond needing to get credits for a few items. ie, they're not really that fun and in the case of handing over ores I asked why I would not immediately be smelting all mined ores I gather for crafting. After seeing those quests i'm now in a position of storing ores and ingots, smelting ores only if I need the ingots to craft something (meaning a delay while they smelt). It's just a bit counter intuitive and those quests at least should be for ingots not ores. Quest tracking could be a bit clearer in the UI and HUD too.

Modding - Depending on your intention for the game, supporting modding should be a priority. And by that I mean deeper narrative, machines and underlying systems modding. While cosmetic mods and blueprints are neat I personally don't find a huge value in them in isolation.

Dedicated Servers - Again, intentions matter. But the ability to self host via the game and also run a headless server for you and your friends is a big factor in multiplayer. Insisting on a p2p game hosting method limits the ability of multiplayer gamers to dip in and out of a world.

Price - Very much a personal opinion, and I'm a cheap ass gamer, but I'd like to see a price down at the £15 level. Anything above that will give me pause for thought. I appreciate your plan to not adopt a pay to play model but I've seen many games gatekeep the initial purchase way too high and then fall on their swords and either give up or go totally free. IMO if you build a great game, get a big community then those sales will continue for a long long time.

Sorry again for the rambling. Again, thanks for the demo and there is a lot in the game to like. I look forward to seeing more in a future demo or early access. Please keep building and thinking galactic in your ambitions.
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Origineel geplaatst door SockDog:
Critters - Might just be me but the telegraphing (audio) of critters coming into attack seems too subtle. I get lots of false positive text alerts of something being detected which I run/speed past anyway (ultimately undervaluing the alerts). Perhaps the alert should trigger if a critter is locked on and about to attack. Additionally it seems many can fire through doors or clip through walls/doors (the floating mantarays specifically).
Thank you for your observations. We will think about how to fix notifications so that it is convenient and understandable. Passing creatures through walls is a bug. We will try to fix the errors by the release of the game.
Origineel geplaatst door SockDog:
Energy/Durability - I appreciate the whole food/water thing is dropped in exchange for an energy system. However, within the confines of the demo the battery use, depletion (which only gets worse as you are required to use more tools) means you're ultimately running around with a stack (non-stackable) pack of batteries to swap out. Some balance, IMO, is needed here. Likewise for durability, this seems a bit unnecessary, an additional frustration. If it stays, I think it should only apply to items that are not reliant on energy. Broken items should also not just vanish.
In the demo, players have access to basic batteries that run out quickly. In the main version of the game, much more capacious and efficient variations of batteries will be available for crafting, as well as a lot of weapon or equipment upgrades, which will also help reduce energy consumption. Also in the full version there will be a workbench that will allow you to repair items or recycle unnecessary items.
Origineel geplaatst door murlena:
Origineel geplaatst door SockDog:
Energy/Durability - I appreciate the whole food/water thing is dropped in exchange for an energy system. However, within the confines of the demo the battery use, depletion (which only gets worse as you are required to use more tools) means you're ultimately running around with a stack (non-stackable) pack of batteries to swap out. Some balance, IMO, is needed here. Likewise for durability, this seems a bit unnecessary, an additional frustration. If it stays, I think it should only apply to items that are not reliant on energy. Broken items should also not just vanish.
In the demo, players have access to basic batteries that run out quickly. In the main version of the game, much more capacious and efficient variations of batteries will be available for crafting, as well as a lot of weapon or equipment upgrades, which will also help reduce energy consumption. Also in the full version there will be a workbench that will allow you to repair items or recycle unnecessary items.


any sort of ETA on full EA release date would love to start playing this game
I have hundreds of hours in minecraft. However, I must be suffering from old age as I am unable to figure out how to bandage. I have the bandages on #7 in my toolbar. Right clicking doesn't bandage, hitting 7 doesn't bandage, hitting 7 and then right clicking doesn't bandage, opening inventory and right clicking on bandage and choosing use doesn't work. How on earth do I increase my health with bandages?
Origineel geplaatst door gnarlyCrone:
I have hundreds of hours in minecraft. However, I must be suffering from old age as I am unable to figure out how to bandage. I have the bandages on #7 in my toolbar. Right clicking doesn't bandage, hitting 7 doesn't bandage, hitting 7 and then right clicking doesn't bandage, opening inventory and right clicking on bandage and choosing use doesn't work. How on earth do I increase my health with bandages?

equip and left click might be hold cant remeber
Laatst bewerkt door reyalite; 12 mrt om 17:36
I think someone else also pointed out that we're limited to 3 hearts in the Demo... Don't remember if it was in THIS Discussion or one of the other Discussions, but it read it in the past 2 weeks...
Origineel geplaatst door reyalite:
Origineel geplaatst door gnarlyCrone:
I have hundreds of hours in minecraft. However, I must be suffering from old age as I am unable to figure out how to bandage. I have the bandages on #7 in my toolbar. Right clicking doesn't bandage, hitting 7 doesn't bandage, hitting 7 and then right clicking doesn't bandage, opening inventory and right clicking on bandage and choosing use doesn't work. How on earth do I increase my health with bandages?

equip and left click might be hold cant remeber
thanks but that isn't it.
Origineel geplaatst door Klandor:
I think someone else also pointed out that we're limited to 3 hearts in the Demo... Don't remember if it was in THIS Discussion or one of the other Discussions, but it read it in the past 2 weeks...
Thank you, that must be the problem. I have 3 hearts.
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