I almost feel like I played this game before in previous game jams which also featured space stations. Sure, it's not exactly the same, but not very innovative. :-(
The story, sorry, just feels lackluster. You wake up in a space station and try to figure out what happened. You basically run from area to area to do some thing in a simple quest system. The graphics are okayish. The audio is … ugh. The heavy breathing makes me nervous. I know the breathing is intentional but still.
I did not really have fun playing it, playing it once was more than enough.
I think the reason is the game just failed to set the right mood/atmosphere to me, there is not really a sense of danger. And the story was not really capturing to me. Sorry. :-(
ow... but helpful I guess. Thanks for the feedback, and I will try to take it as constructive and not take it personally. Maybe after Christmas break I will revist it and fix some things. I'm afraid the fact I captured the tone of earlier game jams is the fact that that's all I had to go off of. Now to be fair, I wrote the stoyline in about a week, and spent my time mostly in little details or the underlying programming structure. For example I spent like five days making models in blender which was fun but wasted a bit of time. The quest system being simple is probably a biproduct of me trying to make it easy to follow, as the quests themselves were entirly logical, the story side of it was left somewhat lacking. The breathing was implemented to add suspensful and yet somewhat calming ambience reminding you that you are alone. I actually found during development of the game that the breathing sounds sometimes caused slower breathing, sometimes I would notice that I actually was barely breathing at all. Generally the sound design there was supposed to be slightly odd, and to remind you that something was wrong. As for the sense of danger this is absolutely correct, I am actually kinda mad at myself for this one, I implemented several techniques to subvert the calming behaviour of the mood, but in the end, it still really hard to feel scared besides the storyline, which is leaking clues everywhere that you will probably die soon.
I almost feel like I played this game before in previous game jams which also featured space stations. Sure, it's not exactly the same, but not very innovative. :-(
The story, sorry, just feels lackluster. You wake up in a space station and try to figure out what happened. You basically run from area to area to do some thing in a simple quest system. The graphics are okayish. The audio is … ugh. The heavy breathing makes me nervous. I know the breathing is intentional but still.
I did not really have fun playing it, playing it once was more than enough.
I think the reason is the game just failed to set the right mood/atmosphere to me, there is not really a sense of danger. And the story was not really capturing to me. Sorry. :-(
ow... but helpful I guess. Thanks for the feedback, and I will try to take it as constructive and not take it personally. Maybe after Christmas break I will revist it and fix some things. I'm afraid the fact I captured the tone of earlier game jams is the fact that that's all I had to go off of. Now to be fair, I wrote the stoyline in about a week, and spent my time mostly in little details or the underlying programming structure. For example I spent like five days making models in blender which was fun but wasted a bit of time. The quest system being simple is probably a biproduct of me trying to make it easy to follow, as the quests themselves were entirly logical, the story side of it was left somewhat lacking. The breathing was implemented to add suspensful and yet somewhat calming ambience reminding you that you are alone. I actually found during development of the game that the breathing sounds sometimes caused slower breathing, sometimes I would notice that I actually was barely breathing at all. Generally the sound design there was supposed to be slightly odd, and to remind you that something was wrong. As for the sense of danger this is absolutely correct, I am actually kinda mad at myself for this one, I implemented several techniques to subvert the calming behaviour of the mood, but in the end, it still really hard to feel scared besides the storyline, which is leaking clues everywhere that you will probably die soon.