One thing that would be really cool would be if you subverted the whole "your boss is an evil corporation that doesn't care if you die" thing that's in EVERY game now. Like this is a group of people trying their best, but despite good intentions all around, they're helpless against space
Good point; if the player knows their bosses don’t care they (the player) doesn’t have anywhere to place hope outside of themselves, while if their boss does care they place hope in the corporation that ultimately can do nothing for them. The destruction of hope is much more effective than starting with none.
@@Ryadovoy_Borodin I imagine a sort of hopeless final part where you boss sends a personalized message. Before, you contact was simple briefings like "Hello pilot. Your next mission is XYZ" but suddenly it's "I'm sorry, Bob, but we've done everything we can, and there's absolutely no way for us to reach you."
@@Miziziziz If you're ever thinking of playing it, don't read too much into it, as it's a game full of secrets and unexpected weirdness. Plenty of scares and unsettling moments too
To make more feel of the ship moving, you can add inertia physics system, for example, when the ship moves forward your character move abit to the back, when the ship stop, your character go forward abit faster.
This reminds me of an educational game I played in my childhood in the early 2000s that is probably completely unknown outside of Germany because it was only available in german. It was called "Löwenzahn" (german for "dandelion") and was based on a very popular educational TV show in Germany of the same name. These were mostly simple educational 2d point and click games, but in the fourth game of the series there was a 3d space game were you would fly through the solar system and take photos of the different planets. You could either navigate on a top-down map or in 3d view. Seeing the planets of our solar system quietly get closer and closer to you in the darkness of space had a very similar feeling to your game. Obviously the Löwenzahn space game had no horror elements as it was meant for kids, but it still captured that exciting feeling of exploring space. Nice to see this childhood nostalgia recreated in your game.
I think it's absolute remarkable that you're able to put your ideas in small but still engaging and atmospheric games which are so much more feasible to develop and release as a solo developer. I'm still struggling with FPS or TPS game ideas that always fall out of proportion because I lack certain skills (mostly artistic, especially character art) and therefore never even reach an alpha state. Very inspiring, thanks a lot! :)
looks soo cool!! I would sugest a "zoom in screen" mechanic when you click on the monitor, because it can be kinda hard to read? or maybe not idk but anyways I'm really excited for this release!!
Unholy Hunger (no idea what name to give lol) Basically you are infected by a virus (does not need to be a zombie virus) and you can no longer eat food with ease and has a weakened immune system. you need to prepare your food carefully and control your jaws and tougue as well as other internal organs to prevent harming yourself
I remember playing a kid-friendly version of this game back in 2002. From Löwenzahn, I believe. Sometimes on the way to the next planet to photograph, space garbage patches would appear and you had dodge remnants of sattelites. Very fun.
For inspiration for the horror aspects, I recommend checking out Voices of the void, a horror game where you analyze signals from space Some of them show normal space stuff, some of them very eerie, and some cause events to happen in the game
Just recently, I watched the movie Salyut-7 and started thinking: what if Voices of the Void took place in space ? Being a single astronaut on a small space station positioned on the dark side of the Moon, maintaining it and controlling the work of a lunar observatory on the surface. And of course, creepy things happening, like manual docking and fixing your power and life support systems wasn't enough.
As someone who absolutely LOVED Endoparasitic, I'm still positive this will be my favorite game of yours. It's insane to me how much this feels like every element of this game is geared to my interests, like I don't think I, myself, could've come up with a concept for a horror game that I would like more than this, this game looks AWESOME. My only hope is that it's pretty replayable because I feel like this concept has so much potential for a game you can play over and over again trying to do better. Regardless of if it's replayable or if it's more of a one-off short experience like iron lung, I'm confident it'll be one of the coolest games I've ever played. Super excited!
There’s no way dude went ghost for two months and came back to drop a 5 minute video on an entirely new game that makes my top 5 games that are in the works. Wild.
This is awesome, excited to see the horror aspect other than the already established claustrophobia and endless vastness of cold void on the other side of your pod
Nice one. I like the claustrophobic vibes of interior view. Hopefuly you could see something creeping there too. Would be scary, since you probably can't do anything due to being completely immobilized
discovered the game through a let's play and i was highly impressed. it was short but sweet and highly effective with horror. minimal but great atmosphere.
I think it's cool that you came up with the concept of the game and THEN realised it was similar to Iron Lung. As opposed to thinking "I wanna make a game like Iron Lung cuz it was popular." Having an original idea coincidentally similar to a pre-existing one is so much better than an original idea based on a pre-existing one.
although i understand why miziziziz chose the player to be in the spaceship opposed to controlling it from afar, i still find the "controlling something remotely" fascinating, it gives a vibe of "you're not in control", or "you don't have as much control as you might think", it's just like how a kid who relies on their parents for control, can't find said parents thus faced with a lack of control, therefore planting panic and most importantly fear in their head. idk about yall, but i feel like that is a great concept for a horror game (edit: by concept i am referring to the "lack of control" part, not the "kid in a walmart" part lmao), but everybody avoids it thinking the opposite
honestly id highly recommend to have the photos not have any stars in them --- if you look at many photos from apollo missions and such, the camera exposure makes it so that while you can see celestial bodies, stars are barely visible at all. It adds a sense of realism to it that I think could really help with the horror aspect
Looks really cool, since its going for immersion over the realism. Mby it would be cool if room where you are in is bigger? Would be cool if you could walk, not too big of a room. But maybe a window, some cabinets etc to make it more fun and as a story progresses ( I assume there will be one) creppy things start happening and you have to solve a mystery? Idk if its correct choice, but pc feels good and rest a bit empty. Just a window looking at space and maybe you occasionally see weird stuff through it would go a long way. Excited to see how this one develops further tho!
I can't help but feel there was more potential to the idea of actually controlling the probe remotely. The idea that you SHOULD be safe because the probe is billions of miles away, yet somehow the cosmic horror it encounters encroaches on your little local office space. Perhaps needing to move around and check things out in the office, FNAF style, while needing to urgently get back to your desk every time the probe needs your attention.
I love the monitor! May I suggest adding a terminal to the UI? Old space shuttles were controlled via terminal, I'm pretty sure, and I'm sure it'll be way more stressful trying to type commands and fix the shuttle while it's falling apart around you.
you could add something that encourages looking around, and consequently reminding players that they are compressed in a satellite, such as valves or buttons to pressurise and depressurize the environment
I didn't know Iron-Lung-like was a category. If I ever get good at game dev, I'd like to do something similar, but with more newtonian physics involved. And more controls.
I once read a sci-fi story about guys diving into mountains with the help of some matter quantum phasing device, and it had similar mechanic where screen would degrade into noise over time: if you can't see the smiley face on the display, you're dead. But for the life of me I can't remember neither the name nor the author.