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Fun game so far though!
1. Program icons need to be persistant from one job to the next
2. Make the mission objectives a little easier to see. us older folks have poor eyesight :-)
3. When i use more than 5 attempts it will not scroll down to let me see my latest attempt. i want the ability to scroll (or auto scroll) to see my latest attempt.
4. need a backspace on the passkey attempts, please?
5. make system targets (IP addresses?) clickable to save time.
6. can we get a quiksave?
7. Keep up the awesome work this is gonna be a great game!!!!!
1,2,3,5 are on the books! 6 I feel could ruin the whole vibe of the game if you could quicksave before challenge. I will look at number 4. Thanks for the feedback!
I'll look into this one as well and see what I can do!
In ease of use areas, the biggest things would be the ability to activate a program with a mouse click as opposed to having to use my keyboard and the ability to "backspace" over a mistake in the pass code mini game.
Thanks for the feedback! I'm hearing a lot about backspacing over mistakes, so I'm looking at how I can make that work (behind the scenes, it's not just a simple line of text like it seems). I'll have a look at the program activation.
I could add a rectangular button under each section of the hot bar that would fire the associated program, I'll add that to a future patch.
Orginaly I actually had customized avatars and hackers, but with limited resources i wasn't able to make it good enough to pass my own standards, but it's something that's on my "stretch goals" (including the ability to toggle 3rd person) if the game does well enough.`
It would also be cool to have the programs screen show all the subroutines in a multi-subroutine program.
How do you feel about replacing them with "Grav-elevators" like the ones that are in the very beginning of System Shock 2 when the player decides which character to play? Gives some futuristic touch and makes gameplay more straightforward.
Or what would also be nice is a mechanic like in cyberspace of System Shock 1, where the dataflow is automatically dragging the player in a certain direction. Could be activated by jumping into some sort of data-stream going up- or downward. Or maybe even horizontially e.g. in more complex systems, maybe even transporting less careful netrunners to an area that is more dangerous - some sort of countermeasure in addition to IC, that can only be revealed via periodically analysing the structure of the net....
One other thought that came to my mind was that hacking goes always upward. This is actually quite ok but a reversal of the approach by going downward might emphasise the feeling of going "deeper" into the system, with the CPU and other features being buried somewhere beneath...
Just some an ideas, but no top-level agendas .... Keep up the nice work!! I still enjoy this game a lot and just visited City Hall. Was quite fun to have a look at the design of a different system.