Feedback for the Devs
Posted: Mon Jan 05, 2015 10:48 pm
First of all, great game. This is easily my second pick on non-combat space games after KSP.
Second of all, you should have called this game "Buzz Aldrin's Praying Simulator," as I start praying uncontrollably every time a yellow light starts blinking! Seriously folks, the game has a way with building tension and getting you immersed. Good on you ;b The cut-scene graphics do not detract at all, and I personally find them a refreshing take.
The gameplay is fun, but the UI is a bit of a click-fest. Even after you find in which screens the critical info is, it is still distributed over too many screens. A few examples to illustrate:
1- I do not like the fact that rocket and program management are on different screens. It makes it harder to reassign scientists between rockets and programs. It would be much easier if all projects were on one screen, and it had an "un-assign all" and "assign best candidates" button just as the controllers do.
2- Performing the next launch in a project series should be simpler. Right now, you have to go to the HQ building > manage projects > select project and then hunt down the next mission for the project. It would be much easier if it took you automatically to the next launch in the series that offers prestige.
3- It is truly annoying to get to the "schedule mission" button and then find out that you're short on controllers/astronauts. The interface should check if you have extra personnel that may be pulled from training to fulfill the launch, allow you to select the personnel from the appropriate building, and finally RETURN you to the mission creation page without having to click fest your way back through the HQ building.
4- Please allow players access to the "assign rocket" button on projects that are not yet opened. It would make it way more efficient if you could see the "short list" of rockets that can fulfill the project. Mind you that all the information to make the correct rocket choice is available through a variety of screens. "Open rocket program" tells you everything the rockets can do, and a variety of additional information "I" screens for the different project missions tell you the payload weight and to where it's being lifted, but it is a bit of a grind to wade through it at this time.
Finally, and most importantly, the game is too short for its cost. I've played the game through four times, twice with the GSA and once each with USA and USSR spanning normal to Buzz Hard difficulty in about 30hrs of gameplay. For about an hour of content per dollar. In comparison, for the same 30 dollars I have close to 800hrs of KSP and I still play it. Please give us orbital construction, extended stay programs and manned Mars landings ASAP to keep the game going.
Regards,
Bolter
Second of all, you should have called this game "Buzz Aldrin's Praying Simulator," as I start praying uncontrollably every time a yellow light starts blinking! Seriously folks, the game has a way with building tension and getting you immersed. Good on you ;b The cut-scene graphics do not detract at all, and I personally find them a refreshing take.
The gameplay is fun, but the UI is a bit of a click-fest. Even after you find in which screens the critical info is, it is still distributed over too many screens. A few examples to illustrate:
1- I do not like the fact that rocket and program management are on different screens. It makes it harder to reassign scientists between rockets and programs. It would be much easier if all projects were on one screen, and it had an "un-assign all" and "assign best candidates" button just as the controllers do.
2- Performing the next launch in a project series should be simpler. Right now, you have to go to the HQ building > manage projects > select project and then hunt down the next mission for the project. It would be much easier if it took you automatically to the next launch in the series that offers prestige.
3- It is truly annoying to get to the "schedule mission" button and then find out that you're short on controllers/astronauts. The interface should check if you have extra personnel that may be pulled from training to fulfill the launch, allow you to select the personnel from the appropriate building, and finally RETURN you to the mission creation page without having to click fest your way back through the HQ building.
4- Please allow players access to the "assign rocket" button on projects that are not yet opened. It would make it way more efficient if you could see the "short list" of rockets that can fulfill the project. Mind you that all the information to make the correct rocket choice is available through a variety of screens. "Open rocket program" tells you everything the rockets can do, and a variety of additional information "I" screens for the different project missions tell you the payload weight and to where it's being lifted, but it is a bit of a grind to wade through it at this time.
Finally, and most importantly, the game is too short for its cost. I've played the game through four times, twice with the GSA and once each with USA and USSR spanning normal to Buzz Hard difficulty in about 30hrs of gameplay. For about an hour of content per dollar. In comparison, for the same 30 dollars I have close to 800hrs of KSP and I still play it. Please give us orbital construction, extended stay programs and manned Mars landings ASAP to keep the game going.
Regards,
Bolter