That's a good point Aprone. My main problem is, I'm not sure how to tell if a zombie is in front of or behind me. Sometimes, zombies sound like they are sort of outside the conventional left/right stereo field, if I can put it that way, in which case I would assume it is behind. But in other cases, the zombies sound like they are more or less in a conventional left/right stereo perspective, which I would assume is in front. So far as I can tell though, the in/out perspective are reversed from where i would expect, i.e. I hear something that sounds like it's outside, so I walk forward and it seems like it's getting closer. Because the game is laggy, combined with what Aprone said about the actual movement mechanics, I think that all contributes to why the game feels so hard for me. I also don't think the zombies move at all, but given my vague understanding of the mechanics, I'm really not sure.
I remember a few years back, I played a concept demo of a game about cats. I can't remember what it was, but it was similar to this, at least in its environment. You rescued kittens from monsters. It used HRTF for 2d sounds, so you could clearly tell if something was in front of or behind you. It felt so much more intuitive to navigate and know what was going on. I always wished that game were more challenging. I can't remember what the game was called or what it uses for hrtf, but I think Planetary escape could really benefit from mechanics similar to that game. I'll try to find a thread for the cat game later.
Back to Planetary Escape: Maybe it's my obsession with arcade/endless games, but I wonder if Planetary Escape would get a lot more replay value from that kind of gameplay. You have levels, the first of which is easy to get you used to things, the second is a little harder, adding more zombies, adding obstacles, larger distance to reach the ship, etc. And it just keeps getting harder on every level until you eventually dye. You could get creative with items too but you wouldn't need to; it's a horror game after all and we want to keep it simple. That, combined with a more intuitive indication of your environment, would be a game I might pay for.
Just my two cents.
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