油尽航行

油尽航行

查看统计:
cruton32123 2022 年 6 月 18 日 上午 8:27
The demo is tons of fun, but . . .
Played through the entirety of the demo with three of my friends, and we loved it. The game overall looks quite promising. There are just a few things that worry me.

The overall presentation and feel are great. It has a very fun, wacky, silly sci-fi paint job, that makes for some great theme building. The graphics and sound effects really shine. There is quite a lot happening on screen, which really adds to the tension and craziness. The music is a perfect fit. The characters are strange and funny, as is fitting. We all got a chuckle out of seeing the banana alien for the first time. The levels themselves had great appeal, looking different enough to be interesting, but not unrecognizable or confusing. It all had a lot of heart and style to it, and worked well.

The controls were pretty solid. Nothing too complicated, but still had enough freedom to perform tasks as needed. Among the four of us, we had some players on controller, and other on keyboard and mouse, and no one had any complaints. It was very straight forward without anything too unusual.

Though the demo was rather short, the level design seemed well thought out. There was diversity and escalation, without anything coming off as too different or strange.

I did have a few minor concerns. The tutorial seems a bit aggressive. It seems like you barely get any idea of the controls, before things go crazy. Even with the controls as simple as they are, I feel like it would be much more welcoming and comforting to new players if they were given a bit more time to experiment and play around, before things ramped up.

I also felt like some of the visuals really weren't fully implemented. Somethings were clear and obvious. The glowing fuel percentages on the engines. The crash of asteroids. They really grabbed your attention and showed clear action. Other things felt a little muted. Sometimes it was hard to tell if someone was just standing around or if they were using a terminal or station. Other times it wasn't so obvious when a battery near dead or when new fuel was finished being made. In chaotic games like this, Visuals are very important. Every object of significance has to stand out. Every action a player performs has to be clear and recognizable. Adding more animation to some of the actions and devices on ships would go a long way. Even if it can't move, making something glow, flash, or sparkle can make it stand out.

My only real major concern is amount of content. The best example I could compare this game to would be the Overcooked games. This game seems to have the players performing many simple actions, amidst a chaotic scenario, in an unusual place with unusual conditions. Overcooked did very much the same thing. The Overcooked games managed to do this over many many levels. Both games had over 30 levels each, plus more with DLC that was added later. I feel that, depending on the price, I would be much more willing to recommend this game to other people if it had plenty of potential for lasting appeal. Lots of unique and different levels, for lots of play time. Obviously the demo needs to be short, to not spoil too much, but the full game should be significantly greater than this.

How would you make such a long game? By adding more and more variety. More tiny little simple puzzles and jobs. More simple little actions to perform in different ways. If you can work out a dozen or so little mini games for players to perform, you can mix and match them across different levels. Have players crank generators around and around. Have them repair mysteriously broken engines by playing a tiny game of mastermind. They could clean the gunk out of vents, with remote control cleaning robots. They could aim lazer canons to shoot aliens, clinging on the hull of the ship, slowing it down. Create co-op jobs, that require two people. One runs a pump, while the other aims a hose. One manages power flow, while the other charges batteries. Simple little tasks, that all just equate to 'one more thing to keep track of', to keep the game hectic and fresh.

If not new jobs, than maybe new contexts. Keeping a ship fueled and flying is great, but you can do similar things with the same theme. Maybe instead of a ship, the players are on a station, trying to keep it from crashing into a planet, or fixing it in time to protect it from oncoming asteroids. Instead of maintain it, maybe players are trying to build and launch a ship before some disaster happens. Maybe the players are on a particularly large ship, and are tasked with repairing a specific part of it. Maybe the engine room is going critical, and they have to fix it before it explodes. Same jobs, but different objective. Same fundamental gameplay, but new methodology.

Obviously level design it important for longevity too. The few levels that were in the demo all looked and played well. They all felt a little different, and all had their own twists. If more of the same can be expected in the future, than that will be great.

Overall, I had a great time with the demo, and will certainly be keeping an eye on Fueled Up going forward.
< >
正在显示第 1 - 1 条,共 1 条留言
Kacper  [开发者] 2022 年 6 月 18 日 上午 8:50 
Hi cruton32123,

Glad to hear you and your friends enjoyed the game!

引用自 cruton32123
The tutorial seems a bit aggressive. It seems like you barely get any idea of the controls, before things go crazy. Even with the controls as simple as they are, I feel like it would be much more welcoming and comforting to new players if they were given a bit more time to experiment and play around, before things ramped up.

The first level after the tutorial in the full game is different than the one in the demo. It focuses only on fixing hull breaches and producing fuel, so you should have plenty of time to familiarize yourself with the controls.

引用自 cruton32123
Sometimes it was hard to tell if someone was just standing around or if they were using a terminal or station. Other times it wasn't so obvious when a battery near dead or when new fuel was finished being made.

We'll look into making some things stand out more.

Regarding the content -- the full game has 30 levels + the tutorial. We also introduce new mechanics every few levels. So based on what you wrote, you should be happy with the content that will be available in the full game.
< >
正在显示第 1 - 1 条,共 1 条留言
每页显示数: 1530 50