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Played on an i9-13k, 32GB RAM, RTX 4090 with a Valve Index. Observations are as follows:

- The VR controls work fine, but I would like the following options if possible: (a) The ability to swap controls (e.g., throttle on the right side of the cockpit) as I am left-handed, and (b) The ability to swap flight controls to the motion controller joysticks (e.g., pitch/yaw on left joystick, thrust/roll on right joystick).

- The overall flight 'feeling' is good. I guess it comes down if you like drifting some as you turn, or if you like being able to turn on a dime.  I can get used to either one but like the 'turning on a dime'.

- I have yet to figure out how to fire (assuming I can fire without being locked onto a target); I can switch weapons, just haven't actually fired anything yet.

- Despite the default low resolution (cranking up in the resolution in the headset helped), the intent of the game comes shining through.  I had a tough time reading the labels on all the switches; I had to have my eyes almost directly on top of the switch label to read it. Trying to read the viewscreens was an even worse experience, and not all viewscreen buttons seemed to have worked, but as I'm not up to speed on the controls, I'll chalk that one up to operator error.

- I appreciate having so many objects to fly around as it give me a good sense of scale and speed/movement (flying in open space, by comparison, is like being stuck in one spot). I really wanted to fly around the station and explore it, but the right-handed controls and slightly floaty flight made tough  to do (I did end up dying a lot).

This game has solid potential to be a fine 'attack a space station' or 'dodging the asteroids' game, and I wish you all the luck if you choose to keep developing for it.

Hey, thank you for such a thorough review of our game!
To give some feedback on what you wrote: you can indeed shoot without locking on targets using the minigun. You only have to lock on when you use the missile launcher.

The screen issue you had encountered is a new one. I haven't seen it being one from the playtests we've run, might be a compression issue in the build version.

Once again, thank you for the review and nice words. The game is planned to be developed further in Godot, so be on a lookout for that!