Feedback Friday #92 - December 13 - 16, 2019

G’day folks! A little late for this Feedback Friday but I’m sure we can get this party started in no time! :sunglasses:

Want design feedback for your work in progress and need some playtesting feedback?

Then you’ve found the right thread! Feedback Friday runs from Friday to Monday every week.

What To Show

  • Minimally Viable Product (MVP) - Core game play > everything else
  • How To Scope Small (Unity tutorial)
  • Post a link to a playable game, preferably WebGL. If you don’t have a playable game, post something substantial, not just text.

How To Ask For Feedback

  • Be concise.
  • Specify what you want feedback on and what you don’t.
  • Resist the urge to write an immediate defense. Take the time to understand their points. Remember that your friends here are taking time out of their busy schedules to help you for free.

How To Give Feedback

  • Be positive. Every game has redeeming qualities.
  • Focus on the design, not the designer.

Feedback Friday #91 is here .
Let the feedback begin!

3 Likes

Missing link to previous
__ Feedback Friday #91 - December 6 - 9, 2019 __

1 Like

No takers this weekend? Get some valuable player feedback for your game now :slight_smile:

I know I’m late but I’ll sneak this in here:

You can now activate “Gatherer Modules” on your ship which pull resources toward them, kinda like a tractor beam but with a radial pull.
Currently I’m trialing a system where you tow the resources back to a drop point and they’re added to your resource pool.

the second half of the video shows a new weapon called a “Hammer” which deals damage by ramming enemy ships.

Let me know what you think of the video.

I’ll try to put together a playtest soon!

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I can see the Hammer being a fun playstyle. It also looked like it confused the AI captain, which was amusing to watch.

The best part was when the Hammer decided, “Forget blowing up rocks into smaller rocks I can tow. I’m going to push this whole frigging moon into my resource pile.” :wink:

2 Likes

Looks cool! I think the controls would feel good based on what I saw there. Looked like the right balance of control and drift management.

My main suggestion would be to add more visual effects, especially on collision since that’s a big part of the fun. And that tiling skybox needs some variation!

Looking forward to the playable demo :slight_smile:

I’m going to get this one closed since it’s already gone a bit over, thanks @Serinx for showing us your game, and @Socrates for your feedback. See you at next week’s FF!

Haha yeah I added some logic to the AI where it will retreat if it gets too close to an enemy but he couldn’t get away from the hammers!

I was expecting the hammer to blow up the resources but I guess theres a bug there. Pushing the resource might be a good strategy too though :stuck_out_tongue:

Yeah that’s definitely on my radar, I’m sticking with very basic and easy to implement visuals for the moment but once the core game loop is finished I’ll definitely look at adding screen shake and more particles!
and of course, sound. INB4 “there’s no sound in space!”

I don’t think screen shake will be suitable for such type of game.
It can become annoying very quick.

Please never add screen shake unless it can be turned off. There are people like me who cannot play a game with screen shake without getting ill.

2 Likes

I would say, as long can be enabled. I think such feature should be disabled by default, if implemented.

1 Like