The first time I started this game, I endlessly fell through the world. After I created a new world, I was able to play. That's a small inconvenience though. The actual gameplay is mostly running between different machines and turning them on/off or modifying their values. Near the end of my run through it, my character didn't have enough time to eat or sleep. The challenges in this game are mundane in nature, making it almost a chore to play. While each machine was explained in its purpose, I found it difficult to know how much to adjust each one, so I ended up leaving them mostly untouched, because incorrect changes could result in a rapid spiral to debt. The art style was much too detailed for me, but that is a personal preference. The simple cartoonish texture of the aliens did clash with this though.
Thanks for fixing that bug, it works on my machine. My recommendation would be to slowly introduce the player to each machine/mechanic rather than throw everything at once. For example, maybe first only allow the player to manage their own character's energy and food. Then introduce the idea of research samples, etc. With each of these mechanics, I feel like there should be less options to choose from. I saw that you have some detailed formulas for some of the machines, but for me that makes the game somewhat of a math problem. I am replaying the game now because I realized I had my sound muted from last time, and I will update this review soon.
"My recommendation would be to slowly introduce the player to each machine/mechanic rather than throw everything at once."
Thanks for the suggestion.
It sounds like what is needed is an interactive tutorial.
Maybe something like this:
* The game starts.
* Expense increases and mob spawns are paused.
* The energy and hunger stats are explained.
* After the first time you eat and sleep, the next stage would be triggered.
* This would start an explanation of the oxygen generator.
* After this would be an explanation of climate controls.
* After all of the machine tutorials are completed, move on to research
* Spawn 1 or 2 mobs for the sake of explaining the research mechanics.
* Finally, full control of the habitat would be handed over to the player.
* Expense increases and mob spawns would begin.
I could probably make expense increases and increases in mob spawns more gradual as well, to give the player more time to adapt.
With each of these mechanics, I feel like there should be less options to choose from. I saw that you have some detailed formulas for some of the machines, but for me that makes the game somewhat of a math problem.
Maybe I can create a better way of displaying the relationship between the drill and coolant pump, so you can see the result of changes you make.
The HUD is a little crowded already, so I was thinking a computer in the habitat that you right click to bring up a formspec that has bars or gauges showing heat / cooling and power consumption of the drill. Something like this could be added for the gravity generator setting and % chance of failure for your machines also.
there should be some kind of global alarm/alert sound
I had thought of putting in a klaxon sound with some kind of red emergency light but I never got around to it.
I can add this to the future todo list as well.