PyWeek - Big shiny sky stuff - feedback

Fun Prod Inno Disq N/W Comments
2 2 3

Like the concept. Unfortunately couldn't quite get into it as it took a while to get into the "meaty" part i.e. will I or won't I make it? Interesting to see kytten being used in action. Many thanks!

2 2 4

This feels too much like a simulator rather than a game. The interface is somewhat unclear and I
don't quite understand how to do what I have to do (ie, why is it that I can change my starting
position? What does lift do? Is the direction in degrees? If so, what direction? What is the
steps bar?). Maybe these things are obvious for you, but I think for most players they aren't
completely clear, and even the readme doesn't help much. It would help if, for example, you
were allowed to move the starting point/set velocity with the mouse. Maybe the velocity line
and the trajectory could have been of different colors. Even taking away the simulation speed
slider would have helped. I believe this game would have been more fun if the interface were
cleared up, but it gets too much in the way for me to enjoy it properly, unfortunately. The
concept, however, is quite interesting, and I'm sure there was some good work behind this.
It's a shame I wasn't able to enjoy it.

2 3 3

The first thing I would add is some kind of visual indication of where the atmosphere starts (perhaps I missed this?) and what the functions of all the controls and numbers are.

1 3 3

I tried, but couldn't do anything interesting.

2 3 2

The implementation of the concept didn't grab me. Some more immediate feedback, so there was less twiddling to work out what the numbers meant may have helped.

1 1 1 yes

1 3 3

This is not exactly what I call a fun game.

1 2 2

The whole entering numbers into text fields thing might have made for a fun game 35 years ago, but not so much these days. The interface was also pretty unintuitive. I had no idea what most of the sliders did. I tried switching everything, putting in various numbers, but I couldn't get the simulation to run fast enough. The position just barely ticked at all: it was going to take me forever to approach the planet. A point-and-click interface to let me adjust the parameters would make me more willing to spend time with it, I think.

1 2 1

More of a simulation than a game. But even a simulation could be more fun and approachable.

1 2 2

Lots of numbers, but no indication of what they do or even what the player is supposed to achieve by changing them. Definitely not enough to be called a game, and rather less than the screenshots imply.

2 4 4

I did not grasp how to steer the vessel - "Direction" was not very descriptive - what would have been possible values and how do they effect the direction? :(

2 2 3

a bit confusing.

1 1 3

Even after reading the readme I found this game incomprehensible. Nothing seems
to do anything. It doesn't sound like a whole lot of fun even if I could figure
it out.

1 2 2 yes

My lander headed towards the centre of the planet, but changing the controls didn't seem to have any effect.

1 2 3

The controls are too complicated and it runs way too slow.

1 2 2

Division by zero exceptions, poor ui, uninteresting goal, and the worst orbital simulator I've played with.

3 3 4

Great idea, but runs annoyingly slow in my machine making it unplayable. Maybe that's not your fault.

1 2 3

Although I like the concept of the game - trying to get caught in the orbit of the planet - it had a few major flaws: too slow, too hard and too unclear as to the manipulation of the craft.

I'd love to see this game developed further though.

3 3 3

Nice simulation, but it ran too slow to be enjoyable for me... Although I actually enjoyed it
when the ship finally exploded on the planet. Needs some instructions and polish.

1 3 2

The control panels look nice, but it takes far too long before anything interesting happens.

1 1 3

It's... different.

2 3 4

Apparently, winning this game *is* rocket science. I had no clue what I was supposed to be doing. If I am ever an astronaut, many lives will be lost :(