The Trade-Off Between Realism and Playability

Everyone who has played Ladon, so far, has mentioned that it’s difficult to tell which way they’re moving. My initial thought on that was, “well, yeah, that’s what it’s like in space.” It’s true; there isn’t any way to measure velocity in space, unless there’s an object nearby. I hesitated to add the grid because I wanted the player to feel that enormous emptiness of space. In the end, though, having a game that’s fun to play is more important than having a 100% accurate simulation of reality. So the compromise I went with is a big glowy grid, which I can explain away as being generated by the ship’s navigation system, a hologram, yadda yadda. And for the realism purist, there’s an option to turn off the grid in the menu.

Try version on the releases page.

Leave a Reply

Your email address will not be published.