Experience so far

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Experience so far

So far I'm enjoying the game (bugs and all) trying to figure out the systems. I don't have a USB mouse at the moment so I'm using the touchpad on my laptop which makes things extra challenging. So far the difficulties that I've encountered are as such:

- Hired a crew at the station. I can't tell if there is anyway to actually directly control them other than the few actions available in the hotbar on the left. My crewmate tries to just murder me after a certain amount of time regardless of what we are doing. The first time this happened we were still docked at the station and i ordered my crewmate to uninstall the battery while I looked on the nav screen to figure out where I wanted to go next. He simply stopped the job order and murdered me. I was able to recreate this multiple times by just passing time. Could not figure out how to attack him or manage to kick him out of my crew so I just quickly locked him out and undocked. Also, tried the "direct command" social option and it soft locked me.

- There should be an option to choose where an item is dropped on the ground and what orientation. So far I haven't figured out a way of clearing my inventory in a manageable way without "installing" certain items.

- Chased down an NPC ship, docked with it and entered. No NPCs were found (don't know if they just haven't been implemented yet or not), Seeing as how the ship was more robust than the starter bucket I undocked and continued to play. However, it locked out my rotational thrusters after a certain point making it impossible to dock with derelicts or even navigate in an efficient way.

- More character info should be displayed. For example having a character screen that shows encumbrance, detailed hunger and thirst meters, sleep and etc.

- Alarms should be more clear. I hear a klaxon but don't know what for. Once I realized I could hover over the flashing lights and it would say "pressure leak" it made sense but then I had no way of addressing the issue because the leak was in an area of the scav ship that I could not figure out how to access.

- More QOL features would be appreciated. For example hotkeys to select the different options on the docking screen. It can become tedious to click the small buttons while barreling towards a derelict.

Things that I am really enjoying so far:

- The fact that the space simulation uses the character ship as the static object is awesome. When I misclicked a target and had my marker disappear into space is how i realized this. This gave me an understanding of just how many calculations are going on and the reasoning behind the super simplified UI.

- Its such a joy getting to learn how certain systems are working even in this early stage. My first time encountering the reactor minigame was super fun and can't wait to be able to progress far enough to be able to play with all the sliders and dials.

- The amount of different character traits you can choose from is insane. They don't seem to influence the game (at least the early game cause I keep dying) but their interactions is something I'm looking forward to.

- The things you've included in the game to hint at just how many new systems, mechanics, and roles you have in the works.

- Wearing a helmet affects how the game looks and sounds. Its a small detail sure, but I love that attention to detail.

If I have more commentary I'll post again.
Thank you and I look forward to seeing just how far you can take this game.

Chased down an NPC ship, docked with it and entered. No NPCs were found (don't know if they just haven't been implemented yet or not), Seeing as how the ship was more robust than the starter bucket I undocked and continued to play. However, it locked out my rotational thrusters after a certain point making it impossible to dock with derelicts or even navigate in an efficient way.

Kind of impressed that you managed to dock on one of the NPC ships, I think I need to try this now. Out of curiosity, the RCS thrusters didn't stop working because the intake regulator ran out of N2, did they?

Edit: Just managed to dock with an interceptor. No NPCs in there for me either. Also no reactor in there, interestingly. Just a tube with a battery array and RCS thrusters. And some luxury furniture you unfortunately can't yet steal.

Out of curiosity, the RCS thrusters didn't stop working because the intake regulator ran out of N2, did they?

Honestly didn't even check that part. But I don't think that they were because I could go clockwise and the counterclockwise up until a certain point when it would make a firing sound and the console would shake as though the thrusters were firing with no movement. I could repeat that process over and over. I think that's the point that I left off so hopefully my save is in that ship still.

Edit: My save reverts to a point about an hour before where my homicidal crewmate was chasing me down. I'll see if I can't reproduce it later.

Thanks for the feedback, and for the encouragement! It's very heartening to hear :)

"Direct command" is indeed the way you're supposed to take direct control of crew, but it sounds like there may be a bug there. I'll make a note to check into that.

Also, "kill" is coming up way too often for those AI! It was more of a placeholder until we get a better combat system in place, and I think we'll likely hide it until that system is ready.

More fine-tuned control over dropping and placing items in inventory is coming! It'll be incremental, but we want it to feel like inventory in NEO Scavenger.

Local authority ships (Vector Mk II) are currently being flown by an invisible AI, which probably explains what you were seeing. Eventually, there should be people on board who disapprove of you boarding :)

For more character status info, I wonder if I should reveal that the player is "fine" instead of just hiding that? Because all of the hunger/thirst needs are in the lower left, but just hidden unless there's a problem right now. I think maybe I'll try that next: a dimmed indicator for things that don't require attention.

For the alarms, one thing we plan to add is a switch for the prox alarm, so you can mute it. Which inadvertently might help in figuring out which noise is which. (You can also use the control panel on the O2 alarm to manually switch it off.)

But another thing we'll eventually need to look into is aural positioning. Right now, only the O2 sensor emits noise from where it exists. The prox alarm is everywhere, and that makes it hard to understand where it's coming from.

Finally, we may need to add some better messaging for alarms. Possibly an objective that pops up when they are triggered? So you can know what caused the alarm? Anyway, yes, more UX work to be done here!

And for the docking computer, hotkeys seems like a good idea! I'll have to think of some good key mappings as a default there. Added to notes!

Again, thank you for the feedback, and for sharing the magic moments you experienced!

Dan Fedor - Founder, Blue Bottle Games