Version 1.2 released!


The first (and probably last) update is out! Most notable changes are:

  • Rewrote and expanded on some of the dialogue, most notably in the earlier and final portions of the game
  • Scenes set within the nebula now have a different parallax background that makes them more visually distinct
  • Some other small environmental details across different areas have also been overhauled
  • Added some small event scripting fixes / improvements
  • And I might also have perhaps snuck in an easter egg or two...


As for the future of the game, well - it kind of is finished by now, so other than maybe the odd chance where I'll find a bug or see a typo during a future replay, this is it. I'll be moving on to other projects while obviously still keeping track of this page for feedback, thanks to everyone who gave Asteroid Tagger a try!

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(2 edits) (+1)

Since I've pretty much given my thoughts as a whole on the main game page, I'll just give some responses specific to this update.

-I really liked the tweaks to the dialogue in general, especially with the ending text. It's nice to get some more closure to what happened to Werner even if the endings are still kinda just as depressing as before.

-It's funny how much more relaxing the game is playing through it a second time. I really was convinced the first time around that the ship was going to explode if I crashed into an asteroid or wandered into the nebula for too long. 

-I found the coordinates to the secret signal in Dionysus, which I'm presuming is part of the easter eggs you're talking about. I heard something play in the background but I don't know if I'm supposed to make anything out of it or if this triggers some other event in-game.  

-Since you're looking for typos, I spotted one in the intro text- "Crew members for these vessells will spend years, often decades, living alone within the far reaches of space"- should be "vessels"

Yo, thanks for the (re)-review and all the useful feedback! I'm glad the writing has been made a bit more whole with this revision and that you've had a more relaxing gameplay experience overall. And thanks for pointing out the typo, guess this is not going to be the last patch after all.

As for the Dionysus easter egg, I'm surprised you've manage to find it that fast, though I can't really elaborate on what you're supposed to do with the audio signal from that point (although I'll say in advance that it does not trigger another in-game event - the solution will have to involve working outside the game). If you've managed to decode the coordinates then maybe it will be a piece of cake for you to decode that one too!


Thanks for all your feedback yet again  and I hope we get to see each other in future projects, cheers :)

(+1)

I don't think I'm ever going to manage to extract some sort of hidden message from this, though props to anyone else playing this game who tries. I am no decoding expert but I did dig through the game files to find the transmission signal and tried some tests like an audio spectrograph, morse code recognition and toyed around with the soundwave in Audacity. If this is a reference to something I am not sure what it's supposed to be, though if there's some other puzzle here I think I'm going to give up as I'm just not seeing it.