

Crimson political graffiti is sprayed across the walls, although you don't understand the context of the slogans. You hurry along the roads past a group of threatening-looking locals. The spaceport district you land on is busy, and surrounded on all sides by endless cityscape. That is, every planet you land on is described by a little paragraph: Voyageur is prominently tagged as "procedural". If you're familiar with all of them, skip on ahead to the comparing and contrasting. Three games about flying through space - a randomized construction of space, with many hazards between you and your (distant) goals. I spent a bunch of time playing it, which reminded me that I'd just spent a bunch of time playing Out There, and a bunch more time last month playing FTL. That's different it has no sense of "forward" or "back", although it may have a sense of "left and right".)īruno Dias's space-text-RPG Voyageur was released this week. (I'm distinguishing forward-and-back from the common scheme of third-person adventures, where the room contains several exits but they're all visible and the character avatar walks from one to another. Examples that I've played recently: The Frostrune, Agent A, Facility 47. I don't know if this scheme has a common name I'll call it forward-and-back. If you bang the "back" button enough times you'll always return to the start room. So you can go forward in various directions (unless you're at a dead end), and you can go back (unless you're at the start). In every room, there's some number of exits, plus one invisible exit behind you. Here's a navigation scheme which is common in casual first-person adventures: you always face forward.
#MIND PATH TO THALAMUS WALKTHROUGH PC#
I've been playing a bunch of mobile games this spring (for no reason except that I played a lot of PC games over the winter) and I keep thinking about navigation.
