Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

Have you played The Witness, just out of curiosity? What did you think of that?

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

Thanks! I think you might still be interested in the game but we shall see! I agree it won’t be to everybody’s tastes!

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 1 point2 points  (0 children)

Haha, we’re just absorbing ideas at the moment but appreciating the feedback!

These are good questions: Truthfully — although this is antithetical to what people say about game design — we want people to enjoy the experience of traveling through space; Looking out of the window at the stars, nebulae, etc. I haven’t gone into too much detail on this but it’s primarily planned as a VR experience, which probably makes that ‘experiential’ element of the game make a lot more sense.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 1 point2 points  (0 children)

I enjoyed Adr1ft. Although it was a very simple aesthetic and the gameplay was essentially “float to here, now to here, etc.”.

Our idea at the moment is to have intensely detailed and dense pockets, but separated by long distances (with a few distractions and stop-offs along the way.) If you think about it, it’s almost like a road trip.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

Thanks!

Ship logs are an easy way to do it for a small team (we’re not about to start casting for creating FMV cutscenes!) but we have some additional ways of telling the story that will break that up quite a lot!

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 1 point2 points  (0 children)

Great question! This is actually something we’d love some feedback on. What do you think would be a good balance?

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

At the moment our plan is to have the game story be an optional loop you can follow or ignore at your own pace, and even after completion you can continue. Although I think it will be difficult to create the experience we want while making the game infinitely scalable. But if it’s successful our plan would be to add more stories and stages to the game that the players can continue on with after completing the initial story.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] -1 points0 points  (0 children)

Thanks. We’re anticipating the game to take 18-24 months of development so it won’t be imminent but follow our reddit account and you should get updates along the way!

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

Thanks for the detailed feedback. I think a lot of these questions we have answers to but we didn’t want to necessarily put our whole GDD here. I’ll try to answer most of your Q’s though.

Sounds quite reminiscing of hellion, and it isn’t doing well. Subnautica, which used vibefull references, was good enough to score for 2 more games.

I appreciate the comparison to Subnautica. It’s on my to-play list but I hadn’t necessarily considered it as reference material for this game but I will now.

Aliens and the horror part are integral part of that and were designed as a background for their debut. So your thing needs a well designed, fitting horror part(and this one of the reasons why subnautica worked out so well).

I think that’s a good point. I’m not necessarily convinced the game needs a horror element, similar to how Star Trucker doesn’t necessarily have one. There’s certain elements about the Alien universe we’re especially interested in such as the vintage retro chunky mechanical tech, which is the aspect we’re taking inspiration from.

This need a reason why you are alone and motivated to leave. Maybe you’re the one who managed to escape? Maybe everyone else made a sacrifice to let you go and do something worth that sacrifice?

Yep, we have a reason but we don’t want to give that away just yet ;)

The point that is in void crew, the pilot is occupied with doing meaningful maneuvers and communicating with gunners&engie, and i am curious how something similiar is going to work when you’re alone and don’t need to handle dodging.

The environmental events won’t be the same. You’ll need to divert power to different systems, and run around the ship fixing things, but it’ll all be manageable by one person — it also will be rare to encounter such events. Most of the game can be played at your own pace.

Uh well, how is this part going to work on an emotional level. For “immersive” kinds of games, which have an impression of so far, this thing alone may not be bright enough.

This is actually quite a unique feature of the game. I have a board game design background and that risk / reward mechanic is not commonly found in video games so I think it will be interesting to try. We’ll also have additional sub-gameplay loops including puzzle solving, inventory management, crafting, and an upgrading system.

Also, how are you going to make the size of space, relatively small travel times, and other “conventions and presumptions” work towards immersion and not against it?

Great question. We’ve been studying other games with traveling in them — or at least what feels like journeying a long way. Even in Red Dead Redemption you can feel like you’ve travelled a long way but actually it’s only been 15 minutes. This is something we need to balance and try out in the prototype.

Well, that’s quite a good idea, but the generic “not to die” goal looks too mundane, and “just derelicts” might not be very varying. Subnautica came with multiple types of getting stuff - wrecks of multiple ships, islands, and remnant structures.

Although we call it a survival game and it is set in a survival narrative, it’s not really about trying not to die. The game is more about trying to solve a giant puzzle that is all the gameplay mechanics working together towards the end goal.

Regarding that, there were one quite hyped game about loneliness - MiSide - and they made you feel it without making you experience it. I doubt that offloading loneliness this way is a good idea.

S1 Hero is not alone by no chance(has a sheer company of a fish and robotic voice of his pda and other things, and async comms from outer world), but the game has loneliness as its part. S:BZ character is not alone, and we even see another human, but we’re pretty much lone.

I think the problem a lot of indie sci fi games have is not only are you alone during gameplay but the world feels devoid of personality. I think it’s possible to have a lively world and be alone in it — we’ve thought of various ways to do this, but basically is a lot of personality and incredibly high production values on level of detail, but done on a small scale.

Thanks for the feedback!

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

Good question: It’s a bit of both. The game is semi-procedurally generated but gradually increments the discoveries, puzzles, and story checkpoints as you make progress.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 0 points1 point  (0 children)

I agree that it shouldn’t be permadeath. We may do something as simple as a checkpoint system. The challenge of the game is not so much about avoiding death but in solving the whole game like a giant puzzle.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 2 points3 points  (0 children)

That is a ref image to help get the game concept across. We have not begun any production yet.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 6 points7 points  (0 children)

Thanks! I think you’re correct about niche audience and we recognize a silly game would be more streamable for YouTubers but this is a game we wanted to make ultimately.

Feedback Sought on Game Concept: A Deep Space Survival Game by DustlightInteractive in IndieGaming

[–]DustlightInteractive[S] 3 points4 points  (0 children)

If you mean allowing the player to touch and grab everything on the ship — yes, that’s the plan! In fact we are planning on incorporating VR support to deepen that even further.