loading... by PopDaddyGames
loading...
| Original URL | https://ldjam.com/events/ludum-dare/48/solus |
Ratings
| Overall | 748th | 3.613⭐ | 33🧑⚖️ |
| Fun | 1618th | 2.79⭐ | 33🧑⚖️ |
| Innovation | 553th | 3.532⭐ | 33🧑⚖️ |
| Theme | 1060th | 3.532⭐ | 33🧑⚖️ |
| Graphics | 495th | 4.032⭐ | 33🧑⚖️ |
| Audio | 113th | 4.129⭐ | 33🧑⚖️ |
| Humor | 956th | 2.614⭐ | 24🧑⚖️ |
| Mood | 49th | 4.45⭐ | 32🧑⚖️ |
| Given | 37🗳️ | 26🗨️ |
I would love to hear more about the intention of the game and the development of its concept, because I legitimately am interested in what you were going for with it.
Thanks for the note on the voice acting! We both (me and @atmctype) voice acted in this game- I took the lead voice acting role of Col Roy Buchanan.
We chose to not include instruction so as to follow the nature and purpose of the game. We will expand the LDJam and Itch page in the next day- just with leaving the jam we both had to get caught up on family stuff!
Thanks for playing!
We intend to do a deep-dive (no ldjam-pun-intended!) in the next week or two, after we have had a chance to watch a few people play it and get some feedback.
Thanks for checking it out!
I was thinking about my commentary further, and I've reconsidered something: I was trying to play the game on its own terms and engage with the "figure out which controls do what puzzle" I was presented with, but that doesn't make any sense in the context of the story of an astronaut who presumably is trained in the use of their thrusters. I now believe pretty strongly that the lack of documentation of which key applies thrust in which direction is a design flaw. Ideally, probably, a little model of a space-suit with labelled vectors for the visual learners, but identifying the axes would help.
I am very glad to hear that your overall experience was positive.
We have reviewed some footage of people playing and have found a common point of issue is (at the moment youre talking about in the game) people tend to have a dead spot they don't check that is the right direction for the ISS. This being said: we have just now pushed a build (v1.2) with some super minor tweaks to our coordinate system, as well as our pointers, that should hopefully help create a better and more cohesive experience.
If you're able to check out that build; maybe it will make better sense and you can combat that problem!
Notes:
The light does point you in the direction of that particular destination- with a range of vibrancy and intensity to help pinpoint the positioning.
The position coordinate system has been tweaked to make better sense (on the bottom left)
if you're able to check it out: there is an updated version (1.2) available now that has these minor tweaks.
Im glad the mood is appropriately set- that was the hardest thing to get right.
On your note about controls: we have reviewed much footage of people playing and spent a great amount of time debating this topic... we have since updated the GUI to provide a bit more clarity on the nature of the rotation controls to hopefully better point the player (no pun intended) in the right direction. However- we do not believe that changing the controls supports our vision of the game and the experience-- at least based on the playthroughs we have currently seen. There is a certain level of challenge, struggle, and accomplishment that we really wanted to achieve and we believe it currently lands right where we want it.
This being said- I think it's fair to point out some of our decision variables behind this.
The theme of this jam is "Deeper & Deeper". Many players will end up floating deeper & deeper into space- not making it to one of our end-game destinations / cutscenes / etc. Though it is punishing... we really feel that a lot of what shines through in this particular entry is the nature of its near-performative-art state-- the place of crafting and curating a particular experience centered around an intimate connection with a very negative set of human emotions that are extremely relatable- mainly loneliness (hence the name; Solus).
Also: we love difficult games. We are not necessarily "everything must be dark souls" type gamers, but we love really good challenges and we love the satisfaction of overcoming a challenge after a bit of trial & error and exerted effort. Through it took us many hours of play testing to tweak the variables to where they are now- to find the gameplay sweetspots- we really did get it at a point that's at the edge of the difficulty curve where we wanted to land, but also is still entirely feasible with the right amount of applied effort.
__
You say that the controls are "terrible", and that they are "terribly explained". This is a tough thing to respond to because it is such a subjective analysis of that portion of the game, and one where we agree with parts of what you mean, and disagree with others.
We believe the controls are near perfect. They work very intuitively when you approach them for what they are, but also are set in a game environment (a solo astronaut without any equipment- only his suit) dead-floating in space with no specific orientation or knowledge of how to make it to safety. The controls themselves do exactly what you expect them to do- and what they should do- its just that we have severely limited the impact of player input into the game world to enhance the emotional state we wanted to craft. This places us in a tough spot because people will feel the way you feel- and we aren't sure how to address that without compromising our vision. If you have advice here: we are open to hearing it and implementing changes.
As for the presentation of what the controls are: we have provided an update with a better visual representation of which controls do what-- hopefully this change will better assist all players in understanding our system.
__
We appreciate your enjoyment of the beauty of our spartan scene. Thank you.
__
I am sorry that the -event- caused you too much frustration. I hope that you are able to pick up the game again and push through that stage- I think you'll feel very satisfied with the end result if you do.
As for that ending: the latest build (1.2) has some ultra minor tweaks set with the intention of smoothing out some of the rough edges on the difficulty curve that we could have initially made better. If you get the chance; please let us know how you feel after these changes.
I think I fixed the issue with the user input not working after some pauses... but there may still be some edge cases. For the most part this should now be resolved.
Thank you for the rest of the comments and thank you for playing our game!
The stutter of the whole suit is a bit too much and seems more like a bug than intended. The mesh resolution could also be a bit higher because it kinda ruins the experience if you start to look around the suit. The picture is a nice touch.
On the other hand, the game looks great and the beginning feels like firewatch in space which is positive :D
Overall great entry!
I believe, without having seen you play but interpreting your play experience from reading what you wrote, that you probably did not pay enough attention to the information provided to you in the helmet hud overlays.
Most people that play do not ever once even get to see the oxygen-loss fade out, to my displeasure, because I spent a lot of time making those look and sound really good!
I appreciate that you gave this game a go- and hope if you play it again that you find a way to vibe with the gameplay that we designed! :)
The mesh resolution is rather high in the base game- so maybe you had an issue with the game reducing your mesh quality due to system constraints? I am not quite sure what you saw; if you send me some screenshots or video I could take a look and see if there was something wrong that we can fix.
The stutter of the suit... I don't know if maybe you might have a bugged version of the game- I really would like to see what you saw so I can better analyze what to change.
Thanks for playing and providing feedback- I sincerely appreciate it!
We definitely struggled with the 'feedback to the player' part because we wanted to walk that line of 'giving them all the information they need, but none of the information they want.'
Thanks again for playing!
Out of curiosity: do you have advice on how we could improve the controls? We fought tooth and nail against (and with) our design philosophy for the game, in regards to the controls / user input / player movement + rotation, and haven't been able to solve some of the more esoteric decisions.
Thanks again!
We will look into what a tutorial could look like in this experience and see if we can get something we feel fits in line with our philosophic vision for the experience- thank you for letting us know this would be a positive addition to the game.
amazing all around, immersive experience. definitely not for everyone, requires a lot of patience
controls: you are all wrong, controls are perfect. Especially in the second part, the thrusters need to be subtle so the player can be precise. What's missing is visual feedback for controls
visual feedback (I talked about this in my stream so he knows what I mean haha)
-hud dude thrusters
-ballerina silhouette illusion hud guy rotation
-sun is blinding, but honestly why are you looking at the sun anyway, guy? that's how you lose your retinas
-pause menu control UI: 3 of them need to have the arrows flipped
I've said in a couple other entries that there's no reason to blind the player because it's usually unfair, but this is one of the exceptions. There's so much info available to the player, that they are never really blind. I think this is one of the few games that could ever pull this off so well
-proud Champion of Solus
After getting situated I finally started my journey towards the station. Or at least I was pretty sure that was where I was supposed to go. Because you have other planets so large in the sky I was starting to go towards one of those before I saw the station and if I had continued would have missed the entire game. The audio clips were a very nice touch though the voice lines were a touch loud I think. The station indicator I was confused by. It only ever lit up the third light so I'm not entirely sure what the purpose of it was. As I progressed to the station I slowly figured out what each number on my HUD meant. Although at this point it was very slow going. Speeding up a bit, waiting for O2 to refill, speeding up, waiting. I think you could have decreased the scale of the solar system by 50-75% and you would get a similar experience. It just started to drag on too much. And then when I was finally nearing the station I hit the blind part. I still hadnt really mastered the controls so being blind and not entirely understand which controls manipulated which vectors in which direction was just too confusing so unfortunately I gave up here after fumbling around for about 5 minutes.
Also with regards to the theme. I know we don't always have to follow the theme specifically and it can be interpreted so I don't judge too harshly for that. I saw you said something about how most of the players will just float deeper and deeper into space and not experience one of the endings, and I would just like to provide a bit of criticism that that may not be the best play, especially in an event like this. You have maybe 5 minutes to capture someone's attention and then another 10-15 to have them experience you're game. having "most" players just drift off and experience nothing for 10-20 minutes feels a bit bad when we have so many other games to play and rate. Just my personal feeling on that.
I write all this though because it was overall a good experience and with a bit more polish and clarity could be really fun to master this type of space movement and gameplay. Good job! (and sorry for the wall of text lol)
I found the controls extremely difficult - but I think that's probably the point. I suspect it's quite realistic and having had no training, I found it tough to get my head around this kind of manoeuvrability. I do agree with a previous commenter that the main character in the scenario would have extensive training, so it would make sense to have some kind of documentation for us as players that in some way provides the information that an astronaut would have received. Trial and error makes for realistic gameplay if _I'd_ found myself in that situation though!
So, I really wanted to persevere and make it back to the station to see the ending... It took me about 2 hours to finally get there! I'm not sure what kind of average you'd expect.
I'd spent the first part of the game orienting myself with the station dead ahead, and then firing my thruster to move toward it. Once I became blinded I found that heading toward the station (i.e. with the light indiciating I was facing the right way) wasn't as useful as just paying attention to how the stats changed as I used the thrusters. I'm pretty sure that I came in backwards and upside-down. ;)
I have to say, I was a little disappointed that there didn't seem to be much to my ending... A beautiful shot of the ISS to be sure, but given all of the audio clips and the picture I'd built up of the main character's life and relationships - and given the amount of effort that must have gone into all that - I was surprised there wasn't any payoff and continuation of the story as it were.
You've mentioned different endings... I'm not sure what others there may be. Though I did note down a code that I found no use for. I couldn't see how the code translated to co-ordinates and I'm not sure what else it could be.
Anyway... an impressive and undeniably immersive experience. I'd love to see it in VR.
I'm not sure how you could expand on it beyond the jam version, but it could certainly be a part of a bigger narrative game.
Great entry. Very well done.
Y'all really have a talent for crafting an atmosphere and mood. I reeeeeaaaallly enjoyed this one, for sure. I was DEEPLY uncomfortable when I futilely attempted to navigate the vastness of space after my vision was taken away. It's one of my biggest irrational nightmares, and y'all captured the helplessness of that so well.
Very impressive job here. I always have a soft spot for entries that are more "experiences" than games, and I feel like y'all absolutely nailed this one. Excellent work. :thumbsup:
The one real gripe I have regarding this game mostly stems from the fact that I'm an Ebenezer Scrooge. For game jams in particular, I expect experiences that won't take much longer than 10 minutes to complete. This game, however, uses the deepness of space and tough controls to drive the emotion of hopelessness, which while done very very well, made the experience drag on for nearly an hour.
Here's where we played it on stream: https://www.twitch.tv/videos/1018587431 starting at about 00:59:00ish.
Super well done, guys.
Did you guys have a plan to make it a HTML5 version? I wanted to have other people play it.
Anyway, I played your game today and was super impressed with the quality. Your game had incredible mood (audio experience, graphics, VO, narrative design). All those aspects were so high quality!
Looks like you have gotten plenty of comments about the controls having confusing elements. I would tend to agree as I found myself spinning out of control not knowing how to make it stop or which direction to go. Even after pausing and reviewing the controls I could not seem to get my self to stop spinning (if that is something you can do) I can see the choice to make the controls feel realistic was very intentional but perhaps there are some simplifications that could be made and still achieve the same game feel you were aiming for?
Anyway looking forward to seeing more from you guys!