Untitled Space Game
A downloadable Demo for Windows
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Deep in space on a nearly abandoned space station something has gone horribly wrong. Explore the environment and try to figure it all out. You're on your own, the choices are yours to make, the consequences are yours to bear.
This is a demo for an upcoming project that is still in early development, if you choose to play through it feedback would be greatly appreciated.
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Aviucado |
Genre | Platformer, Action |
Tags | 3D Platformer, Atmospheric, Exploration, Narrative, Robots, Sci-fi, Short, Singleplayer, Unity |
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Click download now to get access to the following files:
Untitled Space Game.rar 115 MB
Comments
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A nice prototype! However, I really hope that there be options to change the display definition and the quality of rendering to accommodate devices with suboptimal configurations. For elements in the game:
1. The progress bars beside water machines are not semitransparent, so it's a bit weird to see the character walk through them. The bars could be placed on the surfaces of machines.
2. It would be more informative to show a message when clicking Save at data access points. I thought it was not responding until I clicked Load.
3. At some scenes, the location of the character can be seen to be reset before the loading screen starts.
4. The distance between the character and the camera could be finetuned.
Thanks for the feedback! You absolutely have a point and I'll look into getting those issues fixed. I really appreciate them being pointed out. What would you like to see changed about the camera distance if you don't mind me asking?
When walking from left to right on some paths, the camera gets so close to the character that the floating platform near the camera cannot be seen easily. Even worse is that when standing on one such platform, I suddenly got killed when the platform was descending, but I couldn't see what was down there since the camera was too close. Only later when I took another path did I see that an enemy was right below the platform.
At another scene when the character went up stairs, the camera was so far away that my view sometimes got blocked by objects near the camera, and also it was hard to notice the enemy lurking in the left room until it ran close to the character.
Thanks for responding. Not being able to see the enemies every time is intended. The camera follows the player at a fixed distance but adjusts rather slowly. The intention here is to force the player to be cautious when exploring. I will adjust these if they consistently affect people's experiences negatively.