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so fun! i enjoyed the feeling of the movement.
Thanks for the thorough feedback,BillyB0nes, glad to hear my intentions connected with your experience!
I'm curious how you decided what time to assign as the goal for each run.It was a combination of just doing a few runs, seeing what the numbers looked like and picking what seemed to be reasonable numbers:
https://github.com/broquaint/comrade-cabbie/blob/main/Player.gd#L238-L241
I tried to make the time feel fair without being overly generous.
this is probably on your list of 'to dos', but my suggestion would be some visual cues to help people mentally map the space.
Indeed it was! The space is a definitely too geometrical and spartan as it stands, but if I work on this further then I'm hoping to garnish the various names in the asteroids with a sense ofplace too.
Well, this is just from the two games I have played of yours, but Kelp on Mars had those statistics at the end of the day, and this game has that cool graph on the right with home satisfaction and goals reached. I think what I mean is that I feel your games are unique because of the numbers that you expose to the player that are perhaps usually hidden, or at least not displayed on the primary HUD. Maybe it's more of a vibe thing, but I get the sense that that exposure is something that you enjoy in games! Makes the game feel more technical, but also more cohesive and full as a world imho.
Right, thanks for the clarification, I really appreciate the insight! I'll be honest—it's not something I'd consciously considered but I do like giving context to player actions in aggregate. This is mostly inspired by things like morgue files from roguelikes and the somewhat cuter+more succinct summaries you get at the end of Spelunky levels, but also having spent a considerable amount of time in a professional context taking significant quantities of data and making sense of them and the pleasure in that reification.