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Valid points. There's a lot I would have done differently if I would start this project today. A lot different actually because I can do more now. I would like to make the point that gameplay was never really a major focus but I also didn't want to have nothing to do at all so I went wit ha middle ground.
As for the UI design, I wanted to break away from the usual kind of weird looking blue toned interfaces and I never worked with UI's before so it's a bit of me experimenting and also at the time being quite new to it. I'm also not an expert when it comes to UI design in general, it's a lot of work but I waned to give it a try. I don't hate it but there are better ones out there.
As for the story, well, since you haven't finished it, you haven't really gotten to the first interesting bit. I'll admit it's a slow start but once you get to the ending things pick up, quite a bit.
Chapter 3 is where things really starts to become interesting but I believe if you're not invested at the end of the demo, then you might not get invested at all. It's a very difficult topic to talk about because I don't know what you enjoy and what you would like to get out of a story.
However, don't ever expect anything "epic" it's a very intimate story in a way and I wanted to avoid epic space opera stuff, or bad guys in general. I'm quite proud of how the game progresses from chapter 3 personally and the ending but again, I think you'd need to feel invested before that happens.
This game is also not for everyone. It's a lot of experimenting with narrative flows, and trying to make a non-action game fun and interesting. I appreciate the civilized critique, I wish more people would do that. It does help me learn more about what I might have done wrong or could do better in the future.
The last thing I want to say is that overall I'm happy with what the game has become. I know this is probably something any developer would say but I am always very critical of my own work and while I can see the flaws I believe the overall experience is unique and offers something different. I've spent over three years on it and it's taught me so much for which I'm grateful for.
Receiving this kind of input adds to that so, again, thank you very much for taking the time to share your thoughts with me. :) I also don't think I'll ever make a game like this again, either. I'll soon be releasing the final chapter.
Okay, so, sorry for the wall of text I'm kind of having a lot of things going on. So, yeah, thanks again man and take care! I appreciate you checking out the demo!
I also did not see a PDA.
Is this person a backer that has a longer demo he is referring to?
The demo got updated just before the actual release of STARDROP. Are you sure you were using updated version?
I continued through the ship, trying to interact with the AI's/ robots, non did, after the third one I quit trying.
I wandered around and over to gate 24. There were blank consoles on the walls I could do nothing with.
There were two consoles where I could "update location" I believe it said. I used the "E" or enter key, I went through the only door available to me next (not the silver doors at gate 24) and the shuttle launched.
It was about a five minute demo.
I mentioned the demo being short on our Senscape server and will edit that post if I have not played the correct version.
Gotta check the Demo if you have updated it.
@Pads: as far as i remember, you find data on tables or boxes if they havent changed it.
@Devs: thanks for the wall of text. It shows you are engaged with your audience. And despite i'm very picky when it comes to games - i still like the idea behind the game.
Its also nice that you're going to include little QoL changes like the pda count or those juke boxes.
I just wished there were more consoles and juke-box like stations where you can enter the data bank and get your parts of the story puzzle. Visually it looks very nice mabye a bit too nice. Its a salvage ship and it looks like a polished ship of the fleet, like the Normandy. More scratches would add more to the scene imo. I know thats whining on a high level, but yea thats me :P
All in all 2018 was again a bad year for gamers and small studios with good ideas are the only reason i haven't dumped my PC already. I feel the game is still not my cup of tea but i think others may like it and i enjoy following such projects <3
@mini games: Depends what you call mini games. For me it starts with "get this machine to work" and i have to press 3 buttons to do so.
I really don't mind picky gamers. I myself am also like that in some ways. I honestly don't want people to feel like they have to like a game, it's something you should just do or do not. It's why to me a demo is so important to have and making sure it has substantial content for anyone to get a really good idea of what the game is like.
I'm just happy that people are able to say, nah this is not for me after playing it. :) Which is the reason I made the effort to make it haha.
I appreciate the feedback for sure, it's always nice to read other peoples experience.
Yes, as soon as i went into the gate on the right (before the silver double doors) and click... whatever I clicked in there, the demo ends.
I will replay the demo today and see if there were other possibilities I overlooked.
I replayed the demo.
The demo was not over.
Those of you that may think the demo is over after you launch in the shuttle and a black screen comes up with a writer's credit on it, wait. After a couple of minutes there is more demo.
It looked like an ending sequence to me
In the second part I was able to pick items up (still could not in the first part, oh how I wanted that big red book!)
screen with a writer's credit on it; it looked like closing credits and exited out :-) This morning, it was obvious that this is a transition into the game; I did not see the black screen at all, there were no long (minute or two pauses) in between screens.
It looks great!
"Home" stage fully completed; however, maybe I didn't look at the screen properly, cuz I had picked up and examined a doll, but had not noticed I could collect it.
So I joined John onboard and had noticed Left-Click to collect (BEFORE the MCCV model), and regretted missing "collecting" the first doll back in Earth orbit. :P
My transition wasn't too fast - other things still loaded elsewhere - but I'm a patient guy. ;)
The only problem I've found so far, I've described already elsewhere - re NOT going to SD-01 Maintenance [Deck 03] first causes the Maint. lift to "not respond" to the Interact command, after returning from the (unpowered) SD-01 Command / Crew deck [01]..
I've just come out to the Main Menu, will try Continue first...
UPDATE EDIT:
Not quitting the game, but selecting "Continue" from the Main Menu:
1st try - fade to black; disk read; back to Main Menu - no messages. O_O
2nd try - fade to black; disk read; loaded in [01] elevator at Airlock level [Deck 02].
03 elevator works "properly" now. Single exchange Aryn/John played fine.
So, "Autosave" in the game is triggered by Level Loading (elevator transition)?
That's a relief. :D
I've seen someone else's comment, and I agree, in part -- it might be nice for items picked up / examined to offer some "flavour text"; e.g. "It's just a plate; it looks clean though." or "It's a screwdriver / spanner, but I won't be needing this." and even "This is a 3D-printed figurine of John; I might want to keep a hold of it." and "This is somebody's Zero-G drink flask; I have no use for this.."
:)
If you want to supply (PM me) a list of Interactive items, I'd be happy to restart the demo, and write some "flavour text" suggestions for you to use or modify to your liking -- it may save you the time to create them all, so a final edit may be quicker for you...