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Looks interesting.
Maybe some more contrast for the text elements would make it easier to read (but might just be me)
In regard to your previous post on content. There are lots of developers and newbie devs on steemit. Maybe go in to some detail. Like what platform/Languages are you using to create it? What steps are you taking. What's been challenging etc.

Best of luck with it.

The current contrast is the result of careful tweaking and testing — the higher contrast from the earlier iterations hurt the eyes, while lower contrast made the text appear too muddy.

That's a lot of wonderful ideas to write about, so I will be more than happy to share the knowledge.
But I will have to write a lot about those things, so I would do it in new articles.

Some information beforehand - our team consists of 2 people, the game is in development for over 2 years of spare time, and we plan to release it in early June. We are using Unity and developing it for Windows.
There will be Linux and Mac ports, but after the Win version. No plans for mobile platforms for now.

Thank you for your questions, and have a nice day!

hey fellow indiedev! looks very retro but interesting. you gotta share more! maybe some gameplay videos or a prototype 👍

Of course! I just didn't want to do it without any demand.
If you interested, here you can grab the free demo: https://surt-r.itch.io/das-geisterschiff
And if you want to stay tuned for updates, that's our twitter: https://twitter.com/surt_r/

Also, thank you for your opinion! Now I surely want to write few more articles on steemit because of such nice feedback.

oh wow this is good. i really enjoyed the intro. i also like how you call it vector porn! 😌
but i feel like the first gameplay doesn't really match the awesome intro tho. i also feel like there's not enough visual queues that sort of lets me know which way i should go or what i should do. i guess if you're too direct it ruins the gameplay. or too subtle players get confused. in this case i think it's not enough guidance in the very early stage.

The gameplay is not going to be everyone's cup of tea and we're fine with it. As for the visual cues — we've already done several iterations to make the Tunnels level easier to navigate. Simplifying the level design or adding even more hints would conflict with the intended purpose of this part of the game.
FYI this is not the 'very early stage' too — the demo levels are located roughly halfway through the first chapter.

i thought i was playing the very first level and was kinda overwhelmed. but like i said this is really good. can't wait to see more posts 😃

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Hey @greedwalker, great post! I enjoyed your content. Keep up the good work! It's always nice to see good content here on Steemit! Cheers :)

Thank you! I enjoyed your comment as well.
Of course, if it will be interesting to people I would like to move our devlog here!

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