- May 23, 2018
- 31
- 51
I followed this game a while ago to see how it goes, but I gave the last version a spin and there hasn't really been a great improvement.
- UI is still very basic and I have to zoom the browser out to make it readable. Pictures aren't placed in an interesting way either.
- Walls of text at the start about stuff we don't need to strictly know. Not a problem, but can this not be done in a different way?
- No effort with fonts, dialogue, seeing who is saying what. I don't even need dialogue boxes, I'm not even a big fan of them - but colors or something with the fonts would be useful.
- Absolutely no build up to anything. For example, if I surrender in the opening I'm in latex and submissive to a Mistress? Why would I care when I haven't got to know the character even a little? We're a smuggler and that's it. I like bad ends, but this wasn't a bad end.
- Tons of choices and options that seemingly go no where - again with no build up of characters. I'm instantly thrown into latex within 2 minutes of the start and given a collar. Does my character hate hate it? Love it? I don't know because I don't know my character other than she is a smuggler. It seems she was instantly submissive when surrending, but not so much when enslaved on the other route. All of this is within the first 2 minutes (!!!).
- Surely it would be better to be like other games where you establish the characters and world at the start rather than telling us everything in an exposition dump and throwing us into an encounter? Maybe walk around your ship, talk to your crew, look through the world, maps and at some point you're attacked rather than walls of text about yourself, relationships and situation.
I didn't get too far cause of the above points but the renders look decent. I've enjoyed linear games of this nature before, but this seems to want to mix both up with zero production value.
Sorry to be blunt about it but you seem to be enthusiastic.
- UI is still very basic and I have to zoom the browser out to make it readable. Pictures aren't placed in an interesting way either.
- Walls of text at the start about stuff we don't need to strictly know. Not a problem, but can this not be done in a different way?
- No effort with fonts, dialogue, seeing who is saying what. I don't even need dialogue boxes, I'm not even a big fan of them - but colors or something with the fonts would be useful.
- Absolutely no build up to anything. For example, if I surrender in the opening I'm in latex and submissive to a Mistress? Why would I care when I haven't got to know the character even a little? We're a smuggler and that's it. I like bad ends, but this wasn't a bad end.
- Tons of choices and options that seemingly go no where - again with no build up of characters. I'm instantly thrown into latex within 2 minutes of the start and given a collar. Does my character hate hate it? Love it? I don't know because I don't know my character other than she is a smuggler. It seems she was instantly submissive when surrending, but not so much when enslaved on the other route. All of this is within the first 2 minutes (!!!).
- Surely it would be better to be like other games where you establish the characters and world at the start rather than telling us everything in an exposition dump and throwing us into an encounter? Maybe walk around your ship, talk to your crew, look through the world, maps and at some point you're attacked rather than walls of text about yourself, relationships and situation.
I didn't get too far cause of the above points but the renders look decent. I've enjoyed linear games of this nature before, but this seems to want to mix both up with zero production value.
Sorry to be blunt about it but you seem to be enthusiastic.