When you mentioned Marathon and Signalis, I could totally see it. I don't know how neccessary is the resource management part, to be honest. If you want to build it around discovering the story and unlocking parts of the map, maybe dont do a "fuel left" meter but only maybe a time management mode if even. Thought about how in Disco Elysium you get a bunch of stuff but doesn't really run out. In your extras, you mentioned an ASCII renderer and that is EXTREMELLY COOL to do. I tried to do it along with these video I Tried Turning Games Into Text - YouTube
I think you are looking at it more like a character centric game, we probably didn't explain it suuuper well, but none of us is even super experienced in writing so we are pointing towards a "gameplay first" approach, and the story would be not much more than escamotages for multiple outcome events and expository text-logs/brief monologues. The game concept would tend towards "citizen sleeper" much more than "Signalis". The turn based resource management against time and the environment, we considered to be basically the fundation of the game.
I took a look at "Citizen Sleeper" and I think now I understand better the game. So if I understand correctly you play as the onboard AI of a starship that is stranded in the middle of nowhere, you have to gradually repair every section of the ship (maybe waking up the crew) managing some resources while you discover some story about the ship. It is not so clear to me how such a game without some antagonist can work, so I am curious about it. I can imagine having some kind of alien/robot/rogue pilot as an antagonist and you could guide the crew members around to repair the ship by closing doors, lights, making noises, etc. One aspect that is also not clear to me is the connection between the cameras inside the ship and the view of the ship from the outside. If you make it purely resource management what the room cameras would be used for? Some connection from the inside/outside view would be also nice, I can imagine something like some lights turning on when the sensors are restored, engines working again, maybe some accidental explosion that destroys one room could also be visible from the outside view.
What you said is more or less the idea, also about the points that are not clear:
The cameras are just a framing device, because you are essentially the ship's digital automated system you have no body to control, the fact that you are watching trough active security cameras is (at least at the moment) intended to be nothing more than fancy setdressing, it's not an actual mechanic, it's just to add some visual flavour.
As for the villain, in our concepts the ship is a derelict, so it's continuously deteriorating, to the point that if no action were to be taken it would either crash or just lose components. So your "villain" if you want to put it that way, would be the environment or the passing of time. I can see tho how not having a more concrete adversary might make less of the concept of putting pressure on the player.
I see, if the inner cameras are just cosmetic I would try that the repairs/deterioration get reflected somehow or that the inner cameras have some interactivity. The deterioration concept seems interesting, I wonder what mechanics it will have.
Interesting and unique storyline. Playing as AI, while everyone else is missing, seems interesting. It also clearly states the player's objective: "the spaceship must survive".
The atmosphere looks intriguing. I believe that the atmosphere you chose definitely aligns with this type of game.
Turn-based resource management with exploration is a really nice combination. You did.
What I can suggest:
Some of the parts of the report were quite vague: AI "uncovers the mystery" "makes hard decisions", what exactly are those decisions, or mysteries?
Which parts make the game make you think about what you are doing? What makes turn tense? Is it running out of power? Hull Breach? Enemies? It is a little vague in this part as well, and players need more and more motivation to keep playing your game.
Basically, most things I suggest are making things a little less vague, not just for me but for you to be on the same page.
There seems to be a lot of mechanics, which might be overwhelming and hard to balance. Just be careful.
Conclusion:
Cool idea, love the name and I would definitely want to play this. Good job!
I liked the idea of a turn-based, resource-management style game and playing as a ship AI sounds really cool. It opens up a lot of possibilities. One thing I thought of while reading was that maybe the consequences of our choices could affect the AI too, like if things go really badly, maybe we lose access to certain abilities or systems, since we're part of the ship. Or maybe there's a server room we have to protect because that’s where the AI “lives”. Stuff like that could add tension and stakes in a fun way.
The flag database system also seems like a really clear and organized way to build something like this. I haven’t used it before, but for a game with this kind of branching and resource management, it totally makes sense.
Also, like you said in the presentation, since Godot doesn’t have that many plugins and tools like Unity does, I’d say if it starts feeling like a roadblock early on, I’d consider switching while it’s still manageable. But if things are going smoothly, and you have experience with Godot, keep on making a great game!!!
Having some mysteries would also add a lot to the game since it is a spaceship in nowhere in space; by default it's really mysterious and wakes curiosity.
PS: I also liked the ASCII AI animation idea, but I can see that might be time consuming, so I would leave that for extra as well, but hopefully you'll have time to add it because I would love to see that in the game!!
I think the overall concept looks really fun. The only thing I’m a bit concerned about is whether the turn-based system might affect the pacing or length of the gameplay experience. But anyway, I am expecting the demo!
I like the idea of being an AI on a broken spaceship, solving tasks to progress, and gradually finding more about the story without knowing anything at the start. A couple of my thoughts are:
The UI is going to be very important for the hazards that happen on the ship. I think it is very important to use visual and audio cues in order to make or break the tension. You could change colors, make the screen shake, add alarms etc in order to achieve this.
I think it is going to be very important to link the objectives of the game in order for the player to never feel aimless and to have fun completing the goals. You could also add an overlay that constantly updates the current mission in order to keep the player engaged.
Cool concept, reminds me a bit of Out There and FTL but more inward looking (the spaceship itself). The UI is very fitting and will greatly contribute to the game's "feel".
Do you plan on having the decision consequences happen right after a turn ends? It could be interesting to have some consequences present later. Balancing the resource management to not be tedious but not too easy will be tough, I wish you luck!
I enjoyed Citizen Sleeper so I'm looking forward to this.
Feedback Pitch: - Made me think of this: https://store.steampowered.com/app/254320/Duskers/ - Story line sounds like a lot of work. Hoping you actually pull it off - Database System sounds reasonable, maybe look into blackboards
My initial takeaway from the presentation was the immense potential of how deep the rabbit hole of lore discovery in this game can go which is an immediate plus for me.
Handling the game systems and the turn based resource management is gonna be a lot of work so I wish you a good luck with that and I'm looking forward to playing the game and test it out, also cheers for picking Godot.
I really liked the idea of the ASCII art, I would actually suggest moving that up the priority as it would add more to the immersion of the game trying to "uncover your form" or what you decide to do.
Looks like the type of game that would have its own wiki page and communities discovering layers of the lore, really looking forward.
It's a neat concept, and it definitely has a horror mystery appeal.
What I like:
The atmosphere and sense of loneliness.
I think your plan for progression is great, with each room unlocked adding its own resources + challenges for the player.
The story and figuring out what happened to the ship will add a lot to the player's incentive to keep unlocking rooms.
My concerns:
As others have already said, I'm a bit concerned about the time limit and implementing the storyline + mechanics + wide array of environmental challenges.
Each individual room will add to the story and progression, and as such, each room will have to be uniquely designed. How many rooms will there be?
What happens when all the rooms are discovered? Since the game doesn't have an end, what will incentivize the player to keep playing after that, despite the never-ending challenges, like the asteroids and natural wear-and-tear?
Misc thoughts:
I regularly use Godot, and I believe it's a fantastic, lightweight engine with a massive community to support it. Many Unity assets from the asset store can also be used in Godot. A word of caution, however: You have to individually check the licenses of assets you use, as they may place game engine restrictions with legal implications.
Turn-based strategy is a great genre, and I like the idea of combining it with resource management.
Challenges:
As someone already pointed out, the game may eventually reach a point where all rooms have been discovered. Given the endless nature of the game, this raises the question: What challenges beyond fuel generation and repeatedly repairing asteroid damage will keep the player engaged and motivated to come up with new strategies?
What I Would Change:
When I first read about the repair mechanic, I imagined it involving a mini-task that the player must perform to complete a repair. However, this would only make sense if time were a factor in the gameplay. ( + it needs to fit in the schedule etc)
Sounds like a really cool setting; mystery solving is one of the things that keeps me captivated and makes me want to spend countless hours playing till I reach the conclusion. From what I read, I feel like you have a ton of posibilities to create a really cool atmosphere for a game.
Usually with many story-driven games, I feel like replayability is not as strong. Perhaps it doesn't concern you as you want the first gameplay to be a single hit wonder but I think if you could actually, given the limited time within the semester, make it so that different playthroughs and different player decisions shake things up and lead to different endings (maybe as an example based on the order of tasks the players choose to do). That could give me more of a reason to boot up the game again but I think I'll be doing that either way as you've mentioned the importance of different decisions already, it's just an extra thought I had. Either way, I'm excited to try your game.
If i understand it correctly the game will not have a real ending or maybe I'm a bit confused but I think it's really important that the game’s goals feel connected, so players don’t feel lost and can have a good time reaching them. Overall I really like the resource management combined with a TBS
The atmosphere and AI perspective are great, but I’m curious how you’ll maintain player motivation without a defined end. Once most rooms are discovered, what keeps the gameplay engaging?
Maybe soft goals, shifting system states, or emerging narrative fragments could give players a sense of progression without needing a fixed ending. Since your structure is already modular, this might be a great opportunity to experiment with evolving gameplay phases.
I like the overall style — it reminds me a bit of classic point-and-click or escape room games, but with some new elements mixed in. I especially liked the idea of uncovering the story bit by bit as the player moves through the game. That kind of narrative progression can be very cool if done correctly.
The biggest challenge I see is with the story content. Writing a compelling narrative takes time, and having enough story to fill the game could become overwhelming within the project’s timeframe.
Perhaps the key to this could be to focus on just a couple of levels or rooms for this semester and really polishing those. You could end on a cliffhanger to keep players curious and wanting more — that way you manage scope while still delivering a solid experience.
I'm looking forward to uncovering the secrets that lie in the game!
18 Kommentare
Ignacio Pizarro Garcia sagt:
13. Mai 2025When you mentioned Marathon and Signalis, I could totally see it. I don't know how neccessary is the resource management part, to be honest. If you want to build it around discovering the story and unlocking parts of the map, maybe dont do a "fuel left" meter but only maybe a time management mode if even. Thought about how in Disco Elysium you get a bunch of stuff but doesn't really run out. In your extras, you mentioned an ASCII renderer and that is EXTREMELLY COOL to do. I tried to do it along with these video
I Tried Turning Games Into Text - YouTube
Davide Mongera sagt:
14. Mai 2025I think you are looking at it more like a character centric game, we probably didn't explain it suuuper well, but none of us is even super experienced in writing so we are pointing towards a "gameplay first" approach, and the story would be not much more than escamotages for multiple outcome events and expository text-logs/brief monologues. The game concept would tend towards "citizen sleeper" much more than "Signalis". The turn based resource management against time and the environment, we considered to be basically the fundation of the game.
Miguel Trasobares Baselga sagt:
13. Mai 2025I took a look at "Citizen Sleeper" and I think now I understand better the game. So if I understand correctly you play as the onboard AI of a starship that is stranded in the middle of nowhere, you have to gradually repair every section of the ship (maybe waking up the crew) managing some resources while you discover some story about the ship. It is not so clear to me how such a game without some antagonist can work, so I am curious about it. I can imagine having some kind of alien/robot/rogue pilot as an antagonist and you could guide the crew members around to repair the ship by closing doors, lights, making noises, etc. One aspect that is also not clear to me is the connection between the cameras inside the ship and the view of the ship from the outside. If you make it purely resource management what the room cameras would be used for? Some connection from the inside/outside view would be also nice, I can imagine something like some lights turning on when the sensors are restored, engines working again, maybe some accidental explosion that destroys one room could also be visible from the outside view.
Davide Mongera sagt:
14. Mai 2025What you said is more or less the idea, also about the points that are not clear:
Miguel Trasobares Baselga sagt:
15. Mai 2025I see, if the inner cameras are just cosmetic I would try that the repairs/deterioration get reflected somehow or that the inner cameras have some interactivity. The deterioration concept seems interesting, I wonder what mechanics it will have.
Giorgi Tsartsidze sagt:
14. Mai 2025What I really liked:
What I can suggest:
Conclusion:
Cool idea, love the name and I would definitely want to play this. Good job!
Baran Gürsoy sagt:
15. Mai 2025I liked the idea of a turn-based, resource-management style game and playing as a ship AI sounds really cool. It opens up a lot of possibilities. One thing I thought of while reading was that maybe the consequences of our choices could affect the AI too, like if things go really badly, maybe we lose access to certain abilities or systems, since we're part of the ship. Or maybe there's a server room we have to protect because that’s where the AI “lives”. Stuff like that could add tension and stakes in a fun way.
The flag database system also seems like a really clear and organized way to build something like this. I haven’t used it before, but for a game with this kind of branching and resource management, it totally makes sense.
Also, like you said in the presentation, since Godot doesn’t have that many plugins and tools like Unity does, I’d say if it starts feeling like a roadblock early on, I’d consider switching while it’s still manageable. But if things are going smoothly, and you have experience with Godot, keep on making a great game!!!
Having some mysteries would also add a lot to the game since it is a spaceship in nowhere in space; by default it's really mysterious and wakes curiosity.
PS: I also liked the ASCII AI animation idea, but I can see that might be time consuming, so I would leave that for extra as well, but hopefully you'll have time to add it because I would love to see that in the game!!
Yifei Liu sagt:
16. Mai 2025I think the overall concept looks really fun. The only thing I’m a bit concerned about is whether the turn-based system might affect the pacing or length of the gameplay experience. But anyway, I am expecting the demo!
Alexandra Colf sagt:
17. Mai 2025I like the idea of being an AI on a broken spaceship, solving tasks to progress, and gradually finding more about the story without knowing anything at the start. A couple of my thoughts are:
The UI is going to be very important for the hazards that happen on the ship. I think it is very important to use visual and audio cues in order to make or break the tension. You could change colors, make the screen shake, add alarms etc in order to achieve this.
I think it is going to be very important to link the objectives of the game in order for the player to never feel aimless and to have fun completing the goals. You could also add an overlay that constantly updates the current mission in order to keep the player engaged.
Karim Munir Abdelmoneim Sayed Elbowety sagt:
18. Mai 2025Cool concept, reminds me a bit of Out There and FTL but more inward looking (the spaceship itself). The UI is very fitting and will greatly contribute to the game's "feel".
Do you plan on having the decision consequences happen right after a turn ends? It could be interesting to have some consequences present later. Balancing the resource management to not be tedious but not too easy will be tough, I wish you luck!
I enjoyed Citizen Sleeper so I'm looking forward to this.
Jonas Hack sagt:
18. Mai 2025Feedback Pitch:
- Made me think of this: https://store.steampowered.com/app/254320/Duskers/
- Story line sounds like a lot of work. Hoping you actually pull it off
- Database System sounds reasonable, maybe look into blackboards
Ahmed Mohamed sagt:
18. Mai 2025My initial takeaway from the presentation was the immense potential of how deep the rabbit hole of lore discovery in this game can go which is an immediate plus for me.
Handling the game systems and the turn based resource management is gonna be a lot of work so I wish you a good luck with that and I'm looking forward to playing the game and test it out, also cheers for picking Godot.
I really liked the idea of the ASCII art, I would actually suggest moving that up the priority as it would add more to the immersion of the game trying to "uncover your form" or what you decide to do.
Looks like the type of game that would have its own wiki page and communities discovering layers of the lore, really looking forward.
Thorya Aadland sagt:
18. Mai 2025It's a neat concept, and it definitely has a horror mystery appeal.
What I like:
My concerns:
Misc thoughts:
Nicolas Ulrich sagt:
19. Mai 2025What I Really Like:
Turn-based strategy is a great genre, and I like the idea of combining it with resource management.
Challenges:
As someone already pointed out, the game may eventually reach a point where all rooms have been discovered.
Given the endless nature of the game, this raises the question:
What challenges beyond fuel generation and repeatedly repairing asteroid damage will keep the player engaged and motivated to come up with new strategies?
What I Would Change:
When I first read about the repair mechanic, I imagined it involving a mini-task that the player must perform to complete a repair.
However, this would only make sense if time were a factor in the gameplay. ( + it needs to fit in the schedule etc)
Nikolaos Christodoulou sagt:
19. Mai 2025Sounds like a really cool setting; mystery solving is one of the things that keeps me captivated and makes me want to spend countless hours playing till I reach the conclusion. From what I read, I feel like you have a ton of posibilities to create a really cool atmosphere for a game.
Usually with many story-driven games, I feel like replayability is not as strong. Perhaps it doesn't concern you as you want the first gameplay to be a single hit wonder but I think if you could actually, given the limited time within the semester, make it so that different playthroughs and different player decisions shake things up and lead to different endings (maybe as an example based on the order of tasks the players choose to do). That could give me more of a reason to boot up the game again but I think I'll be doing that either way as you've mentioned the importance of different decisions already, it's just an extra thought I had. Either way, I'm excited to try your game.
Kristin Fratzke sagt:
19. Mai 2025If i understand it correctly the game will not have a real ending or maybe I'm a bit confused but I think it's really important that the game’s goals feel connected, so players don’t feel lost and can have a good time reaching them.
Overall I really like the resource management combined with a TBS
Nils Hothum sagt:
19. Mai 2025The atmosphere and AI perspective are great, but I’m curious how you’ll maintain player motivation without a defined end. Once most rooms are discovered, what keeps the gameplay engaging?
Maybe soft goals, shifting system states, or emerging narrative fragments could give players a sense of progression without needing a fixed ending. Since your structure is already modular, this might be a great opportunity to experiment with evolving gameplay phases.
Looking forward to seeing how you approach that!
Bjorn Kühne sagt:
19. Mai 2025I like the overall style — it reminds me a bit of classic point-and-click or escape room games, but with some new elements mixed in. I especially liked the idea of uncovering the story bit by bit as the player moves through the game. That kind of narrative progression can be very cool if done correctly.
The biggest challenge I see is with the story content. Writing a compelling narrative takes time, and having enough story to fill the game could become overwhelming within the project’s timeframe.
Perhaps the key to this could be to focus on just a couple of levels or rooms for this semester and really polishing those. You could end on a cliffhanger to keep players curious and wanting more — that way you manage scope while still delivering a solid experience.
I'm looking forward to uncovering the secrets that lie in the game!