Owmacohe / Kharkovchanka

MIT License
2 stars 0 forks source link

Playtest Response - Étienne #4

Open atienn opened 2 years ago

atienn commented 2 years ago
  1. Very responsive. The speed made sense for an exploration-type game, though I bet that actual Kharkovchankas moved at snail-speed compared to thier in-game representation (not to mention they probably maneuvered like tanks with their tracks). There's no sliding at all, you go from 100 to 0 in an instant (why were you asking for that?).
  2. Yes. Well, something, anything to add gameplay elements. Right now, the game feels like it lacks purpose because there's no reason to do anything. You can locate the research points and conduct surveys, but it doesn't amount to anything.
  3. Both could work, even in parallel. In fact, similarly to your first prototype, the player could directly affect the story of their local environment (their research group), but be powerless to alter the overarching narrative (the Soviet Union, which could be told though radio broadcasts and the like).
  4. That's really up to you and what kind of tone you're looking to establish. If you're looking for a gritty "Man vs. Nature" narrative, a dating simulator might work against that goal, depending on how it's executed. Characters that work through tough situations together to then find comfort in one another could probably work (again, if that's what you're looking for).
  5. The engine sound is dull, but it emphasizes being alone (as a group) in a harsh environment. Espescially so since the engine is necessary for heating. Without it, everybody freezes to death. Not to mention that (according to the wikipedia page) actual Kharkovchankas had the engine inside the living space as to allow maintenance without having to go outside, but because of this the noise made sleep impossible.