Mercury Fallen

Mercury Fallen

Initial Impressions
I'm at the two hour mark and I've decided to keep it!

After doing my due diligence on the game as well as the developer I had actually decided to keep it once I bought it. This really seems like a good project to support. Having said that, I'd like to give my quick thoughts as a brand new player with two hours experience within the game. Some of these might hold enough weight for some players to refund so I thought them worth mentioning.

AFTER 2 HOURS:

1. Very bland looking. Graphics are nice but overall lack color. I know, dirt only comes in one color, but still.

EDIT: Doesn't really matter once you start playing. Gameplay > Graphics. Could use a bit more color on built items themselves but otherwise nice and clean wins the day.

2. No Colonist Bar is a bummer. It helps me to get connected with my characters but without it they seem kinda in the background ala Surviving Mars as opposed to an important part of the equation ala Rimworld.

3. Lack of Mouse Pan & Rotate (only Tilt & Turn via MMB) is a bummer. Please consider making the MMB have full camera control...Tilt, Turn, Pan & Rotate all in one button.

4. Tab opens but dosn't close. This is a no-no in my book. If I press Tab to open a menu then pressing it again should close that menu. This should be the same for overlays but currently an overlay keybind will open the overlay but not close it. You can right click anywhere in order to work around this but I shouldn't need a different key to close a window or overlay that I opened with another key. Also, right clicking doesn't work with the management tab to it's either move the mouse and click the back arrow or move my hand and press Esc. Bummer.

EDIT: Tab seemed to be either a momentary bug or a momentary lapse of reason. Seems to work fine now and I haven't been able to reproduce the issue.

5. Sleeping Bags FTW! Seriously, in the least allow us to designate a sleeping area where they can sleep on the dirt without looking like someone shot them dead where they were last working. I really thought that they had died the first time that I saw this. Took a second to see the zzz's floating above them.

EDIT: Ended up with beds made for everyone by night 8 so sleeping on the dirt wasn't all that bad but sleeping bags or a designated sleeping area could just be for aesthetics with the penalty for sleeping on the floor intact.

6. Multiple Selection Lasso would be nice please. The current way to deconstruct some floor that you misplaced it convoluted and could be made so much easier for the player with a lasso.

EDIT: Not a problem once you learn the controls

7. Getting Started window is intrusive. If you close the inventory window then the GS window is just hanging out there looking all funny and being all up in the way. Would be nice if we could move it or if it automatically shifted left if no other side-bar window is open.

EDIT: Doesn't last that long so not a big deal overall.

8. Inventory...not really sure how I feel about it's current presentation in the UI as I'm more a fan of icons instead of names. However, there's a lot of resources in this game and it might be more clutter than the way it is. Although more clutter in this regard might be better if it benefits the player to have an icon display for quick reference without the need to click here and there to find what you're looking for.

EDIT: Filters don't remember settings between play sessions. Add an Icon only filter and I'm a happy camper.

AFTER 5 HOURS:

9. Would love to be able to zoom out further.

10. Schedule for the colonists? Right now they just do what they do whenever they feel it's necessary. Would like a bit more control over that.

11. Love the Learn-by-Doing leveling system!

12. Tooltips...would be nice if when you are hovering over an item that you want to build that you could then move the cursor over the mats in the tooltip in order to get information on what each icon represents. Several hours with the game and this might not be an issue but as a new player it was a disappointment when I attempted this and the tooltip just disappeared.

13. Volume on some individual UI sounds needs to be lowered and Music is way too loud even at the default 50% setting. I want to hear my colonists working. The sound of breaking blocks is cathartic to me so I want to hear it. Right now I have Master and FX at 100%, UI at 25% and Music at 10%...this still doesn't seem right to me. With my system sound turned up 10 higher than any other game that I play I still struggle to hear the FX over the UI and Music. The Music should sound like a radio playing in the background while the workers work. Not my radio but theirs. Most of the UI sounds are fine but some are super loud such as the digging selection sound and the popping sound made when leaving a menu.

EDIT: Seems to me that the zoomed in FX volume is too loud while the mid-zoom FX volume is too low. Just a few minor tweaks could potentially make them perfect in my opinion.

AFTER 8 HOURS:

14. Maybe start the game paused after a new beginning or a previous save file load. It takes a bit for the game to load up and waiting just to hit the pause button straight away kinda bites. I prefer to start the game, walk away for a few moments then come back to a fully loaded yet paused game.

15. Freeze! Delete all saves and the Continue button remains on the main screen. Press this and experience a game free that requires Ctrl+Alt+Del to fix. Same with deleting the autosaves but leaving other save files intact. The game wants to load an autosave under both conditions but it can't. Maybe remove the Continue button if there are no autosaves?

16. Mining selection sound bugs out after a few moments and becomes a terrible screeching sound.

AFTER 10 HOURS:

17. Add Item Order --> Would be nice to see the available mats. You can see how many of the thing that you want to craft that you already have but not the amount of say Hemp that you have available to craft that item with.

18. Tilt Down would be the absolute bomb if we could into a first-person pov and tour our bases as if we're walking through the hallways ourselves.

19. Fog of War is in fact the bomb which really enhances underground exploration ten fold. Maybe include an option when generating a new world that when enabled will hide the map image and starting location so that you go in completely blind. Just a thought.

20. Performance has been nice and stable. No crashes. Steady 60 FPS @ 64 degrees. Awesome job! Had a few camera "hiccups" but very few and nothing major what-so-ever.

21. UI is clean and functional. I'm a huge UI kinda guy so there's always room for improvement but I'll leave the specific, detailed feedback on this for later once I'm not a noob.

At any rate, these are coming from a new player so take them for what they are worth. I'll probably continue to add to this thread as I continue to play over the weekend. Thanks to the dev for his hard work and dedication. I'm really looking forward to what the future holds for this little gem of a game. Peace.
Last edited by BioFringe; Jul 25 @ 12:13pm
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Showing 1-15 of 19 comments
Originally posted by BioFringe:

<SNIP>
5. Sleeping Bags FTW! Seriously, in the least allow us to designate a sleeping area where they can sleep on the dirt without looking like someone shot them dead where they were last working. I really thought that they had died the first time that I saw this. Took a second to see the zzz's floating above them.

<SNIP>

At any rate, these are coming from a new player so take them for what they are worth. I'll probably continue to add to this thread as I continue to play over the weekend. Thanks to the dev for his hard work and dedication. I'm really looking forward to what the future holds for this little gem of a game. Peace.

I love the idea of sleeping bags!

As a new player myself - although on my wish list for a long time - I too am excited for what future development adds to the game.
Ended up with beds made for everyone by night 8 so sleeping on the dirt wasn't all that bad but sleeping bags or a designated sleeping area could just be for aesthetics with the penalty for sleeping on the floor intact.

FWIW: Added 9-13 after 5 hours of play to original post.
Last edited by BioFringe; Jul 24 @ 4:56pm
FYI, camera zoom and position affect sound effects volume level that you hear.
Indeed. Thanks for pointing that out. After testing it I would personally say that the zoomed in FX volume is too loud and the mid-zoom FX volume is too low. Just a bit of tweaking would make it perfect for me but I'm only one person and others might find it perfect as is. I can only state my opinion based on my experiences.

Also regarding sound, the Mine selection sound seems to bug out after a few minutes in game. At first it sounds normal then it starts to sound like a terrible screeching after that.

FWIW: Added 14-16 after 8 hours of play to original post.
Nitrous Butterfly  [developer] Jul 25 @ 7:01am 
Glad to hear you're enjoying the game @Biofringe and thanks for the great feedback. The management window should open AND close with tab, so I'll mark that down as bug. :)
Last edited by Nitrous Butterfly; Jul 25 @ 7:02am
Good to know about Tab and thanks for the response. It's also good to know that you took the time to read my impressions. Please remember that these are coming from a complete noob to the game and some opinions change over time. For example, I'm already used to the camera controls so #3 doesn't bother me anymore and #1 doesn't matter once you become focused on what you're doing (although more color on built items might help still). Most of it is provided as possible polish areas, nothing really bad or needing changed.

I am very much enjoying the learning process and plan to continue reporting my thoughts. I figure once the next alpha drops I'll post a new thread with those impressions while revisiting those on this list. All in the hope that something at some time will help in the long run. Love the game and really want to see it succeed.

EDIT: Just loaded up the game and Tab does close the window. I'll see if I can reproduce what happened prior and report back if need be.
Last edited by BioFringe; Jul 25 @ 7:42am
Nitrous Butterfly  [developer] Jul 25 @ 11:39am 
Didn't have a chance earlier to respond more specifically so here is some feedback on the feedback. :)

Originally posted by BioFringe:
6. Multiple Selection Lasso would be nice please. The current way to deconstruct some floor that you misplaced it convoluted and could be made so much easier for the player with a lasso.
Clicking deconstruct on the bottom button bar will display a filter selection which defaults to structure. Selecting flooring will allow you to drag select multiple flooring for deconstruction. Also for power/water conduits.

Originally posted by BioFringe:
Inventory...not really sure how I feel about it's current presentation in the UI as I'm more a fan of icons instead of names. However, there's a lot of resources in this game and it might be more clutter than the way it is. Although more clutter in this regard might be better if it benefits the player to have an icon display for quick reference without the need to click here and there to find what you're looking for.
There are option buttons above the inventory to show by category or flat item list. There are additional toggles to hide items from the list that you don't have any of (Hide zero quantity).


Originally posted by BioFringe:
15. Freeze! Delete all saves and the Continue button remains on the main screen. Press this and experience a game free that requires Ctrl+Alt+Del to fix. Same with deleting the autosaves but leaving other save files intact. The game wants to load an autosave under both conditions but it can't. Maybe remove the Continue button if there are no autosaves?
Added to the fix list :)

Thanks again for the feedback. :)


BioFringe Jul 25 @ 12:01pm 
Awesome! I love feedback. Was just loading up the game and saw your post so figured that I'd continue with the feedback. It's all about the feedback. :)

RE: Lasso Selection - Once I learned the controls it was all gravy. This is one of those noob initial impressions that begins to not matter shortly into the game. This is an interesting system and works well once you become familiar but at first it was a bit jarring not being able to lasso select. All good now though.

RE: Inventory - See above. Having said that, there still seems to be a disconnect for me personally between the inventory and say the contents of the containers that I find. One is done with very small icons with text and the other is larger (nice looking) icons with text via mouse-over tooltips. I personally prefer the latter. Again, it has grown on me and is no longer something that I concern myself with while playing so that's good but maybe a filter option (such as the ones you mentioned) that will display larger icons without the text?

On this subject I noticed that the filter options don't save between sessions. I like to not show zero number items and to sort alphabetically but I have to reset those options every time I log in. Very minor but if possible to change then that's one less thing that could bug a player in the beginning or even over the long term.

RE: Freeze! - Cool. I knew there might be trouble when I saw the Continue button still there but I figured part of the fun of EA games is trying to break them then report on the circumstances.

BTW, no problem with Tab any longer so not really sure what that was about but I did try breaking it again to no avail. So that's good.

FWIW: Added 17-21 after 10 hours of play to original post. I also added EDIT notes to individual items to reflect my new found understanding and opinion of them in the original thread.

Thanks again for the feedback :)
Last edited by BioFringe; Jul 25 @ 12:14pm
baddoggs Jul 26 @ 11:55am 
With storage i try to build at least one container for every individual item,
Takes a while but worth the effort. Then i colour code them. That way i can
tell at a glance roughly how much of an item i have in stock.
BTW NB, Very nice little game. I actually like the artstyle, reminds me a lot of
the bases in the original X-Com.
That's good to know about storage. It not only helps but adds the color I thought was lacking. I really need to do something about this thread because I've put in 24 hours over the past 3 days and my opinions have really changed about so many items on this list. I was thinking of creating an Initial Impressions (Revisted) thread where I respond to each of my points as a now more experienced player and really put myself into the ground with some of the things that I was saying. Might be kinda fun and possibly funny.

Either way, Thanks for the tip and now that you mention it the game now reminds me of early X-Com in regards to the art style and now I'm digging it even more (pun intended).
Quick question: Do you get resources back from deconstructing something that you built? It seems like it but I can't be certain.
Nitrous Butterfly  [developer] Jul 28 @ 4:14pm 
Originally posted by BioFringe:
Quick question: Do you get resources back from deconstructing something that you built? It seems like it but I can't be certain.
Yes. You get 100% materials back when deconstructing objects that have been constructed. Same way as when deconstructing walls/floors at the start of the game to get initial materials.
Good to know. Thanks for the quick response. It's probably in the Guide for Deconstructing but I forgot to look. If it's not there consider this a suggestion to add it :)

I'm still considering how I want to handle this thread since my opinions have changed significantly since my first 10 hours of play. In the meantime here's a couple more things that I wanted to mention. I won't bother updating the original post though so here goes...

1. Lights seem more like a luxury right now than a necessity. Might that change down the road? I'd really like to see colonist moods play a larger role overall. On that note, any plans to add any further colonist attributes such as breathing and drinking? I know that oxygen is currently tied to population cap but was wondering if you had any further plans for it?

2. Speaking of population cap...it might be nice to see oxygen come into play a bit sooner than it does. You could go months currently without worry but if it was lowered to say 5 without oxygen that would possibly create a bit more realistic environment.

3. Reset Camera doesn't seem to do anything for me.

4. Escape / RMB doesn't close the Construction Queue like it does for overlays and such. Also, the Move-to-Bottom & Move-to-Top buttons seem to be backwards in function or it might just be the tooltip. I'll have to check back on this one to be sure.

6. Had construction projects not being completed despite having plenty of resources. Cancelling and restarting the construction job resolved it each time.

7. Auto-Rotate when placing certain objects like doors is really cool.

8. Just noticed that the wall colors are determined by closest floor tile color. Really Cool!

9. World Generation & Fog of War are AWESOME! Nice job on both.

Thanks for all your hard work.

P.S. Do you actually participate on Discord? Was thinking of popping in some time or another if you did.

Originally posted by BioFringe:
P.S. Do you actually participate on Discord? Was thinking of popping in some time or another if you did.

Yep, he sure does! Have had great conversations with both the dev and other players on the discord!
Nitrous Butterfly  [developer] Jul 29 @ 1:53pm 
Originally posted by BioFringe:
1. Lights seem more like a luxury right now than a necessity. Might that change down the road? I'd really like to see colonist moods play a larger role overall. On that note, any plans to add any further colonist attributes such as breathing and drinking? I know that oxygen is currently tied to population cap but was wondering if you had any further plans for it?

2. Speaking of population cap...it might be nice to see oxygen come into play a bit sooner than it does. You could go months currently without worry but if it was lowered to say 5 without oxygen that would possibly create a bit more realistic environment.
Additional colonist needs is not something I'm currently planning to add, but there is more planned related to stress and colonist quirks. Stress was nerfed a bit a couple of updates ago, but is something I'll be revisiting in a future update.


Originally posted by BioFringe:
3. Reset Camera doesn't seem to do anything for me.
The reset camera should re-center the camera on the elevator or, on the surface, the primary facility.


Originally posted by BioFringe:
4. Escape / RMB doesn't close the Construction Queue like it does for overlays and such. Also, the Move-to-Bottom & Move-to-Top buttons seem to be backwards in function or it might just be the tooltip. I'll have to check back on this one to be sure.
Escape is used to close the Construction Queue. The wrong icons for move to top/bottom will be fixed in the next update.


Originally posted by BioFringe:
6. Had construction projects not being completed despite having plenty of resources. Cancelling and restarting the construction job resolved it each time.
This has been an issue that I've been trying to track down, but given the inconsistency of the issue I'm unsure what the root cause is yet. Once I track it down it'll get fixed.


Originally posted by BioFringe:
7. Auto-Rotate when placing certain objects like doors is really cool.

8. Just noticed that the wall colors are determined by closest floor tile color. Really Cool!

9. World Generation & Fog of War are AWESOME! Nice job on both.

Thanks for all your hard work.

Thanks!

Originally posted by BioFringe:
P.S. Do you actually participate on Discord? Was thinking of popping in some time or another if you did.
Yes, I actually do. :) I keep track of conversations on Discord and participate when I can. Have had some great conversations with folks including @BlackSmokeDMax.
Last edited by Nitrous Butterfly; Jul 29 @ 1:54pm
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