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I'm enjoying this game (now) but I have three gripes:

#1 - Would it kill lthem to put in a tutorial? I was very close to just chucking this game in at the start.

#2 - A "transfer all" button or short-cut for crafting. I've found myself just transferring all my items into the crafting window to see what can be made. Which is tedious. Also they could have a short-cut to make items if I already know the recipie and have the ingredients.

#3 - An "are you sure?" dialogue box if you end a turn with move left. So far I've died because (a) my son hit spacebar a lot; and (b) I hit spacebar a few times to turn off the screensaver.

That said, it looks like I'm becoming hooked on this game. Assuming my son doesn't take to pressing spacebar every chance he gets.
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iiago: #2 - A "transfer all" button or short-cut for crafting. I've found myself just transferring all my items into the crafting window to see what can be made. Which is tedious. Also they could have a short-cut to make items if I already know the recipie and have the ingredients.
That's already implemented, you can use recipes you already know and have ingredients for to craft; i don't quite remember the mechanic but i'm pretty sure it's there.

Don't give up, it's a quite good game and it gets better once you learn a few nasty/profitable tricks ;)
Post edited October 04, 2016 by Aturuxo
Really? Which I suppose shows why they need a tutorial! I will hunt that down - it will make life much easier.

I'm about 20hrs in now, so I guess it's safe to say that despite these quirks, I'm hooked :-)
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Hey iiago! Thanks for the purchase, and I apologize for the usability issues. I definitely made more than a few mistakes on NEO Scavenger, though UI is probably one of the bigger ones.

Regarding the tutorial, Which aspect of the game do you feel you needed the most guidance with? My initial instinct was to keep the tutorial as light as possible, with just a few hints in the opening encounter (e.g. how to scavenge, walk the map, etc.). I was afraid too much tutorial would bore new players who were on the fence. But perhaps I need to dial it up a bit more?

As Aturuxo says, there is a "Quick Recipe" UI in the crafting screen. It's a tab over the ingredients that lets you see all known recipes. You'll start with a basic set that matches your chosen skills, and any recipe scraps you "hold" in your hand become learned, and any recipe you complete will also become learned.

As for "transfer all," this was indeed a popular request by players who spent more time in the game. I'll definitely be keeping this in mind for sequels, but for now, the closest available is "empty out" or the "take/drop" cursor mode (which just makes item transfers faster than "drag/drop" mode).

Regarding "are you sure" dialogs, I tend to be against these as they get in the way of smooth gaming. But I totally understand the need in some situations (as with children, cats, and other critters within reach of the controls). Perhaps this is something I'll have to consider as an option to be toggled in future games.

In any case, I appreciate the feedback, and I'm glad to hear you're finding the game fun despite its rough edges!
Wow - ok, I did not expect the developer to read this, much less respond. If I had known I would have been a bit more polite with my comments. Like I said, really enjoying your work.

With a tutorial, I suppose the thing that stumped me was understanding the opening interface. I assumed that the first picture I was looking at (inside the cryo facility) was the game screen. So I started off clicking on the cryo tanks etc to examine them, and the door to leave. Maybe I was in a bad mood at the time, but that drove me nuts.

So simple arrows that appear on the screen explaining "This is a picture of where you are", "these are your available actions" would have been helpful. An arrow explaining crafting would have helped the "quick recipe" UI, I saw the list of "known recipes" but didn't realise that I could click on them. An explanation of how to add to the known recipes would probably be useful too (although I figured that one out).

On the "are you sure" dialogues, totally understand the design choice. Although if you did put a few in, I suggest one if the player leaves behind a vehicle following combat. I have lost more than one load of goods that way.

Looking forward to the sequel!