Hey, this is my game. Cool. I just found this thread so I guess I'll take a second to a few things I see.
So originally I gave the ship a pretty cliche name like "Eden", but through deep-dive research (aka googling), I based it on the name of the spear from the Japanese creation myth, because it seemed to parallel some of the stuff I wanted to do in the story. It's a bit of a mouthful though, and the pronunciation guide in the codex probably doesn't help that much.
Funnily I've never actually watched "Passengers". A lot of the inspiration came from books like the "Infinite" series, the "Bobiverse" series, and other similar novels. I don't actually watch movies that much, but I'll add "Passengers" to the list since I really like the genre.
As for the Reset scene, I'll look back through it to see if I can find a way to make it more bearable.
Sorry the game's not in the state you'd want it to be at the moment, but thank you for checking it out.
Honestly I can't think of a better way to info-dump than interactions with the AI, but thank you for pointing that out. I'll try to work out a more entertaining way of getting info out there. I kinda limited myself since I feel that if you're thrown into the middle of a situation, you're not exactly going to be spending hours going through the "world-building" of the situation you find yourself in, and on the flip side of that, it's impossible for a reader to know the background stuff that ends up being important without it being said to them. As the game progresses, there will be less need for exposition or long scenes of the MC talking to an empty room, so hopefully this issue resolves itself a little.
Well shit. I'll rework the MC a
little bit lot. Can we all just agree to maybe chalk it up to
In all honesty though, I had more fun writing the supporting characters so that's entirely a failing on my part. I'll level him up moving forward.
Font's changed for next release. I wanted to give it something "sci-fi" feeling, and guess I overdid it. My bad.
The POV came as a result of trying to have more of a self-insert feel into the game, but I also struggle with composing shots based around it. I'll try to add more dynamic compositions as well as figure out more viable camera angles.
I realized about halfway through the V0.01 content that image density wasn't nearly as high as I wanted (I was a bit slow since after the first readthrough I spent a lot of time fast-forwarding to check things like flag activations instead of image density), and have been increasing the amount of renders per scene as I move forward. As a minor update to this, the average image-per-scene for V0.02 has more than doubled V0.01, so while that adds to work-cycle time, it ends up being less static in terms of text-wall on image.
As for general render issues, I
think I'm getting better the more I go.
As for general writing/story/tone issues, the tone will get more serious as the content gets a bit more serious. I don't have plans to make it super
heavy, but as the story itself progresses the situation sort of demands a bit more seriousness.
Thanks for the feedback though. I'll take it into account as I move forward, since I'm currently working on v0.02.