I don't remember if this was warned, but I just picked up a job to deliver 6 crates. So I picked them up and placed them on the cargo lift, then the 6th was next to the lift for a quick up-down-up, but the 6th had disappeared when I came back down.
Presumably the game "forgot" about the crates that were not left out of the loading bay, but this obviously scuppered the quest.
Also, the 2 crates of Mundane crystals from the first job just didn't get picked up when I dropped them off. Presumably the conversation with the alien about the freight office overwrote the quest?
I feel like you should be able to do 'hands' actions with whatever tool you have, unless that tool has a different interaction with that object. Just a simple flow thing. Also, in the tutorial the little waypoint arrows always point downward, no matter where the thing they are pointing to are, which can be confusing.
hey yahtz, great game so far. the atmosphere in the spaceship is great even though music is missing. few niggles; when your cargo platform is filled on the space that you enter on, you get stuck in the cargo. my game is currently sadly unplayable because i cant pick the cargo up again either. It is my fault tho i think because (and this leads into another bug) i boarded a passing ship and had cargo on my platform, when outside both ships and on the platform, the cargo was invisible but still corporeal which confused me so i picked it up and accidentally put it on the spot you enter on. when going back to into my ship i was stuck. also when entering the new ship you buy for the first time it says hello username which i dont know if its intentional. then i think the minigame for flying should be playable with arrow keys, the way it is is a bit annoying. also esc should pause the game imo because the stuff of course gets more dirty while its running. and one last thing, while typing this i had the game still open but on the main menu. for some reason it kept starting into my save or even creating a new save at one point.
However, don't sweat it so much, you have a great concept in your hands and i know this will turn out amazing. And that comes from the guy who now has to completely start over cause im still in that cargo.
roight, bricked it again. Had to clean the ram scoops just before arriving at that first planet (where you pick up the miraculum/mundanium) and when engaging again it already gave me the manual control screen but it didnt have scrap or asteriods. so i clicked autopilot and just then i arrived at the planet. so the thing came up where its supposed to give you the mission to go down and pick up the stuff, but that window didnt open, it stayed as a slim bar in the middle of the screen. probably due to me playing it weird so not that high on the priorities id guess but i thought you should know
reading through the comments, i think its the same problem someone else had. its that looking at a menu when arriving at a planet locks the overlays, but keeps the game running. my engine also just blew
ladies and gentlemen i did it again, when you put something just infront of a door (cockpit in my case) you can kinda walk into the block. you can walk out but as i discovered you can also get completely stuck. btw youll notice youre in the block because both rooms turn black and only the doorway is visible
Having played this for two hours now, there are some things I'd like to say about it. General praise will be below, but I'll start with stuff that I would think are "easy" changes. Of course, it's game dev, so nothing is "easy", but here goes:
- The flight mini game is great, but I think the screen of that mini game should be rotated so that the ship points up and not to the right. Your physical ship points up, when you hit the scrap in the mini game the trash comes from above and the commands to move the ship are bank "right"/"left", not "up"/"down". It might seem like a minor thing, but it helps immersion on what is one of the most interactive parts of the game.
- The dialogue text is hard to read to me, especially in full screen. This is because of the border on the letters which is very prominent but has too little contrast, making it weirdly bleed. I don't think it needs the border at all as most of the text in the game doesn't have it and is easy to read, though it might need a black or other high-contrast colour instead of the current one. A lot of text has display issues, making letters having seemingly random 1 or 2 pixel thickness, no matter if it's on base width or full screen.
- Some of the menu options are inconsistent in their interaction. Some menus (like the selling menu) need you to hold the interaction button, while most other menus go for a more streamlined button press. The buying/selling menu also has the problem of not exiting when using the esc key, instead bringing up your pause menu.
These are mostly inconsistency problems, so they might be easier to fix as the code to solve those might already exist.
There is other stuff that might pose a problem, but most of those are alpha problems that are deep rooted and might not be easy to fix. I won't get too much into them, as they might or might not just need more evolution of the project.
It is important to say, that the game flows quite well at the moment. There is almost always something engaging to do, be it tetris-ing your cargo and ship space, flying from planet to planet / playing the travel mini game and fixing your ship.
In essence, this is a good prove of concept with problems that were to expect as this is a really early alpha version.
Aside from that, here is the one unreasonable request: I would've liked to be able to mod graphic files, as I think it's good practise to polish existent pixel art. If you are looking for someone who can help with that part of the dev process, I can drop you some of my pixel work or rework your stuff if you want to see if I can match your intended style.
There are real problems with the customize keys menu. It seems to be random if it's gonna bind a key or just flicker and then leave the field empty. After warping to a new system my generator seems to be broken and smoking all off the time. I can weld it, but then I can't figure out how to cool it down.
I don't know if this is where you want bugs, Yahtz, but here goes.
So I just reached Zagu Prime and it's frozen-ish. I was in looking at the system map as I reached it and it looks like it's closed the map down to a blue vertical bar, but now it's stuck. I say ish, because as I typed this my engine just exploded and the alarm is now sounding in my ear.
I'll restart and see if I can recreate it.
EDIT: Confirmed, did it a second time. Looking at the system map as you reach the planet soft locks.
PS. Not to gush, but I'm a big fan of your work, and I think I'm going to love this game. And if bug hunting helps, then I'm gonna bug hunt the shit outa this.
So, I noticed while playing. The mouse only seems to work whenever it feels like. In addition, my character's sprite moved really slowly when I got onto a planet. It was like walking in molasses.
I think you should put more consideration into the level of pixelation in your visuals. The character creation currently makes the character always look bad due to the size on screen, which is only made worse by the background looking so crisp. Also, the dialogue text looks like it's half as crisp as the text for who's talking, except when highlighted.
When first looking at the quest menu during the tutorial, I was momentarily confused, because it wasn't clear that I was looking at a menu. I think it was because I hadn't received any mention of how to leave a menu, so I wasn't in the right mindset. I suggest putting in a small bit of text mentioning that escape goes back, partially for that reason but also because some game quit in response to pressing escape. It's good to make it clear that your game doesn't.
When the warp rings were misaligned, I had trouble finding them, because I didn't realize there was a doorway downward from the fuel room. I think an indication on top of the walls of what sort of wall they are would help with that.
When I reached the first planet, I had the diagnostics menu up due to just exploring what was there. I'm not sure if that's why, but the menu disappeared without actually leaving the menu, resulting in the game not being responsive.
I wish GMS2 would pause while not focused. I think I made the initial warp attempt harder because of trying to type up feedback while time was still passing.
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I don't remember if this was warned, but I just picked up a job to deliver 6 crates. So I picked them up and placed them on the cargo lift, then the 6th was next to the lift for a quick up-down-up, but the 6th had disappeared when I came back down.
Presumably the game "forgot" about the crates that were not left out of the loading bay, but this obviously scuppered the quest.
Also, the 2 crates of Mundane crystals from the first job just didn't get picked up when I dropped them off. Presumably the conversation with the alien about the freight office overwrote the quest?
I feel like you should be able to do 'hands' actions with whatever tool you have, unless that tool has a different interaction with that object. Just a simple flow thing.
Also, in the tutorial the little waypoint arrows always point downward, no matter where the thing they are pointing to are, which can be confusing.
hey yahtz, great game so far. the atmosphere in the spaceship is great even though music is missing. few niggles; when your cargo platform is filled on the space that you enter on, you get stuck in the cargo. my game is currently sadly unplayable because i cant pick the cargo up again either. It is my fault tho i think because (and this leads into another bug) i boarded a passing ship and had cargo on my platform, when outside both ships and on the platform, the cargo was invisible but still corporeal which confused me so i picked it up and accidentally put it on the spot you enter on. when going back to into my ship i was stuck. also when entering the new ship you buy for the first time it says hello username which i dont know if its intentional. then i think the minigame for flying should be playable with arrow keys, the way it is is a bit annoying. also esc should pause the game imo because the stuff of course gets more dirty while its running. and one last thing, while typing this i had the game still open but on the main menu. for some reason it kept starting into my save or even creating a new save at one point.
However, don't sweat it so much, you have a great concept in your hands and i know this will turn out amazing. And that comes from the guy who now has to completely start over cause im still in that cargo.
roight, bricked it again. Had to clean the ram scoops just before arriving at that first planet (where you pick up the miraculum/mundanium) and when engaging again it already gave me the manual control screen but it didnt have scrap or asteriods. so i clicked autopilot and just then i arrived at the planet. so the thing came up where its supposed to give you the mission to go down and pick up the stuff, but that window didnt open, it stayed as a slim bar in the middle of the screen. probably due to me playing it weird so not that high on the priorities id guess but i thought you should know
reading through the comments, i think its the same problem someone else had. its that looking at a menu when arriving at a planet locks the overlays, but keeps the game running. my engine also just blew
ladies and gentlemen i did it again, when you put something just infront of a door (cockpit in my case) you can kinda walk into the block. you can walk out but as i discovered you can also get completely stuck. btw youll notice youre in the block because both rooms turn black and only the doorway is visible
Having played this for two hours now, there are some things I'd like to say about it. General praise will be below, but I'll start with stuff that I would think are "easy" changes. Of course, it's game dev, so nothing is "easy", but here goes:
- The flight mini game is great, but I think the screen of that mini game should be rotated so that the ship points up and not to the right. Your physical ship points up, when you hit the scrap in the mini game the trash comes from above and the commands to move the ship are bank "right"/"left", not "up"/"down". It might seem like a minor thing, but it helps immersion on what is one of the most interactive parts of the game.
- The dialogue text is hard to read to me, especially in full screen. This is because of the border on the letters which is very prominent but has too little contrast, making it weirdly bleed. I don't think it needs the border at all as most of the text in the game doesn't have it and is easy to read, though it might need a black or other high-contrast colour instead of the current one. A lot of text has display issues, making letters having seemingly random 1 or 2 pixel thickness, no matter if it's on base width or full screen.
- Some of the menu options are inconsistent in their interaction. Some menus (like the selling menu) need you to hold the interaction button, while most other menus go for a more streamlined button press. The buying/selling menu also has the problem of not exiting when using the esc key, instead bringing up your pause menu.
These are mostly inconsistency problems, so they might be easier to fix as the code to solve those might already exist.
There is other stuff that might pose a problem, but most of those are alpha problems that are deep rooted and might not be easy to fix. I won't get too much into them, as they might or might not just need more evolution of the project.
It is important to say, that the game flows quite well at the moment. There is almost always something engaging to do, be it tetris-ing your cargo and ship space, flying from planet to planet / playing the travel mini game and fixing your ship.
In essence, this is a good prove of concept with problems that were to expect as this is a really early alpha version.
Aside from that, here is the one unreasonable request: I would've liked to be able to mod graphic files, as I think it's good practise to polish existent pixel art. If you are looking for someone who can help with that part of the dev process, I can drop you some of my pixel work or rework your stuff if you want to see if I can match your intended style.
There are real problems with the customize keys menu. It seems to be random if it's gonna bind a key or just flicker and then leave the field empty. After warping to a new system my generator seems to be broken and smoking all off the time. I can weld it, but then I can't figure out how to cool it down.
I had this problem too. You have to clean the coolant tank to the left of the generator.
It wasn't obvious enough. I tried cleaning a lot of stuff around there. Maybe didn't swipe vigourously enough.
I don't know if this is where you want bugs, Yahtz, but here goes.
So I just reached Zagu Prime and it's frozen-ish. I was in looking at the system map as I reached it and it looks like it's closed the map down to a blue vertical bar, but now it's stuck. I say ish, because as I typed this my engine just exploded and the alarm is now sounding in my ear.
I'll restart and see if I can recreate it.
EDIT: Confirmed, did it a second time. Looking at the system map as you reach the planet soft locks.
PS. Not to gush, but I'm a big fan of your work, and I think I'm going to love this game. And if bug hunting helps, then I'm gonna bug hunt the shit outa this.
So, I noticed while playing. The mouse only seems to work whenever it feels like. In addition, my character's sprite moved really slowly when I got onto a planet. It was like walking in molasses.
I think you should put more consideration into the level of pixelation in your visuals. The character creation currently makes the character always look bad due to the size on screen, which is only made worse by the background looking so crisp. Also, the dialogue text looks like it's half as crisp as the text for who's talking, except when highlighted.
When first looking at the quest menu during the tutorial, I was momentarily confused, because it wasn't clear that I was looking at a menu. I think it was because I hadn't received any mention of how to leave a menu, so I wasn't in the right mindset. I suggest putting in a small bit of text mentioning that escape goes back, partially for that reason but also because some game quit in response to pressing escape. It's good to make it clear that your game doesn't.
When the warp rings were misaligned, I had trouble finding them, because I didn't realize there was a doorway downward from the fuel room. I think an indication on top of the walls of what sort of wall they are would help with that.
When I reached the first planet, I had the diagnostics menu up due to just exploring what was there. I'm not sure if that's why, but the menu disappeared without actually leaving the menu, resulting in the game not being responsive.
I wish GMS2 would pause while not focused. I think I made the initial warp attempt harder because of trying to type up feedback while time was still passing.
FYI, works awesome on Linux with Wine.
(The compatibility layer. But probably drinking is also OK.)
I can barely contain my excitement!
Y'all don't understand I've been counting down the days until this comes out ever since the last video. So excited!
read " Starstruck Vagabound" in my emails and got excited
Oooooh this can fill my time until cyberpunk releases never
Something to truly get excited about. Looking forward to the finished game.
can’t wait to play this, I have been missing something like this since Objects in Space got abandoned
Been looking forward to this.
first
sorry had to do it, I have never been the first in my life :’(
it's alright man. in a way, we all wish to be first in any situation.