Am I working towards a high score? Am I looking for a level boss? Is there a story I need to know about?
You are working towards unlocking new ways to enjoy the core spaceship combat . The game was set up to capture the feel of playing a multiplayer game while still being single player so the combat is at the heart of the game.
We deliberately avoided a story, so that the player can imagine for themselves what is happening. We didn't want to break that illusion with a different story. We hope your adventure in NeonXSZ will be your own unique story.
NeonXSZ kinda throws you in a cockpit with a bunch of numbers and it's like what is even going on omg
This was intentional. Originally the player was given no guidance at all. They were meant to feel overwhelmed but in a good way so that they were excited to discover everything. This proved to be too extreme. Now the player gets some simple messages at the start of the game pointing them towards the ship's Operating Manual. This can be found in the help menu which is rather extensive.
We are still tweaking things to try and get the balance of this just right so that players feel just like you did initially, but hopefully very quickly finds all the information is at their finger tips if they just explore their ships systems. Tooltips are everywhere now. Hover the mouse over anything and it will tell you what it is.
We are desperately trying to avoid a boring tutorial. Time will tell if we can pull that off for such an unfamiliar style of game.
I don't know if this is just a matter of weapon power at the beginning, but enemies take a long time to kill
Only if you choose to fight higher level enemies. Enemies near your own level will die in a couple of seconds. Enemy level is displayed at the bottom of the targeting HUD and on the cockpit. Your level is shown at the bottom center of the cockpit.
Holy lack of contrast batman, if it werent for the health bars I wouldn't be able to follow/find any other ships.
Ships can travel in excess of 350km/h and frequently fight at distances of up to 300 metres away from each other. We've tried making ships super high contrast (there is even an option to make enemy ship skins full-bright) but it makes little difference . It's often hard to see them because of the distances involved but this was the style of combat we wanted and the HUD solves the visibility problem.
So yes, without the HUD you sometimes can't see what is going on, but with the HUD you know exactly what is going on. This allows for some epic battles without the player ever feeling out of control.
The mouse wheel also offers a zoom in function and there is a video feed on the cockpit that the player has the option to set to a forward zoom, or even a close up of their target.
Also if you just start shooting someone your targeting will often switch to them.
True: If you have no current target, whatever you shoot next will become your target.
Incidentally the auto target hotkey will ignore friendlies, and all data transporters. Data Transporters have no weapons,. You can however point your target reticle at ANY ship and press the auto target key to target it. Or you can click on it with the mouse, or even click on it's radar marker to select it.
Played the demo since I loved decent back in the day. Didn't really hold my interest. Maybe there's depth, but I didn't find it. Just kept flying past stuff and doing fly bys.
didn't know what to do so i lost interest pretty rapidly
NeonXSZ is not going to be for everyone, we know that. You are plopped into the world and left to do literally whatever you want. If you prefer a game that gives you a stream of fixed objectives you will probably struggle to discover what NeonXSZ is really all about. We believe the ability to do what
you want to do, rather than what the game is telling you to do, offers a more personal and rewarding gaming experience.
There's a great fun game in there, but that's not much use if you lose interest before you find it. We'll work on tweaking the opening of the game to improve this.
I'd like to see some better objectives and maybe some more vertical environments. Always up for a Descent-style game though!
Vertical environments that make you lose all sense of what is up and down are coming with the 'Challenge Arenas' in the next game update. We've already made one that will twist the player's head in to knots. Beating these arenas will also serve as another objective for the player.
Final Note: Rest assured that your feedback is heard and registered. Even though the game might already have a solution to an issue you have brought up, the very fact that you had an issue in the first place registers as a problem for us that will need some tweaks.
Thanks for helping us out and we'll make sure to incorporate your feedback in to the next build.