Premature Evaluation: Tiny Trek

RPS Season 8: A diplomatic mission turns into a disaster when Jim kisses the wrong kind of eel. Alice finds Pip hibernating in her favourite pillowcase.

Each week Marsh Davies boldly goes where only a small cadre of erratic and often unintelligible Steam reviewers have gone before – Early Access – and comes back with any stories he can find. This week he sucks in his beer-gut, stretches on his gold spandex top and prepares to beam down into Tiny Trek, a procedurally generated lo-fi space-faring sim.

Back when I lived alone in a graveyard, in a forest, in isolation, and had a lot of time on my hands, I would occasionally entertain myself by trying to impersonate Jean-Luc Picard’s replicator request for “Early Grey! Hot! Black!”, sometimes for hours on end. How we used to laugh, my imaginary friends and I, as I’d command Ensign Woodlouse to take us to warp, or open diplomatic communications with the mould patch in my bathroom that had begun to resemble a screaming face. I can’t have that sort of fun these days because my housemate is liable to walk in and tell me to put my trousers back on. But, suffice to say, I am WELL UP for a digital Star Trek fantasy that offers just the right amount of engagement for my labrador-like attention span.

Unfortunately, Tiny Trek is not it. Not yet.

RPS Season 8: Alec is kept awake for days by a tiny but demanding Tribble. Graham’s beard becomes sentient and must be fed live owls.

Some descriptions of what Tiny Trek currently is: really cool in theory; designed with a complete disregard for comprehension; non-functional in a dozen or more ways. It’s a procedurally generated space adventure that hopes to map and miniaturise all the principle Trekky interactions – scanning, diplomacy, away missions, space battles and so forth. The dev’s site talks a great game: a procedural mission matrix that builds episodes of adventure in which your decisions matter and across which interspecies relations persist. It allows for customisation, too, from the shape and colour of your ship, to the geology of your home planet. Unfortunately, you might easily think the controls had been procedurally generated along with the missions, as you stab at the keyboard trying to work out which button is assigned to, well, anything. Some buttons allow activation by mouse. Some don’t. Some do intermittently. Some buttons take you to a screen of empty menus and a weblink and then restart the game, erasing all progress. This ain’t the holodeck.

Early Access means accepting some degree of wonk, of course, and so perhaps I need to employ some of that Federation noblesse and rise above the game’s operational problems, to see it for what it wants to be. And so…

These are the voyages of the starship Guaerarok, at least up until the point where it gets deleted and I start again. I don’t get to choose the name, but I do get to choose the shape using a neat little voxel editor. It’s going to be dick-shaped. Of course it’s going to be dick-shaped. My home planet is the first of five orbiting a small red sun, and I select it because it imbues my people with a good deal of wisdom and logic, albeit at the expense of empathy and along with a good deal of aggression. Which I suppose would make me a Romulan if my species weren’t also bright red with three blue eyes and grey mandibles.

RPS Season 8: The crew celebrate with a Holodeck program set in the world of 21st century game journalism, but things sour when no one wants to play as Brian Crecente.

We are still bipedal at least, as I discover on the next screen, which takes me to a corridor of a space station. Within it are a number of green headed folk, and what I presume to be my away team. I spend a long time on this screen trying to work out how to control any of them or what I’m meant to be doing, if anything. Tapping one of the icons at the top of the screen, I end up shooting all of the green-headed aliens on board. Shift, I gather, makes members of my team jump. Spacebar switches between them. I am, nonetheless, stuck in a corridor. At points, members of my team relocate to a foot off the ground and become immobile. Eventually I navigate an active unit to a doorway and, employing the sort of cool-headed decision-making that earmarked me for command, I slap the keyboard with the palm of my hand until something happens.

Something happens! I’m in space! My tumescent purple spacewang is currently latched onto a rotating spacestation. I have the options to Break, Embark or Bridge, and, figuring I should inspect the helm of my ship before launching into the abyssal dark of space, I choose the last. What greets me is gratifyingly Trek: a viewscreen looking out onto space, the horizon line of a planet visible on the left (never mind that we were orbiting a spacestation and not a planet) and two bulbous-headed crew awaiting my instruction. Clicking on either lights up a different selection of options on panels at the base of the screen, though these are only intermittently clickable it seems. One eventually concedes, and I am able to scan the planet, finding little to no interesting information. It’s 88% biological and 95% mineral. Is that good? What can I do with that? The game does not say.

RPS Season 8: Negotiations over replicator protection software fall apart when John is possessed by a slime-being called Quax. Pip falls in love with an egg.

I also manage to coax it into showing me the transporter interface. I fail to identify whether bits of the design are just for show or simply broken, but I do manage to drop a cursor on a grid – presumably indicating the coordinates to which my party will transport. It’s hard to say whether this action has any meaning, however. Then the transporter room itself: I can select the make-up of my team. Redshirts, science officers, medics. Going by my experiments on the station, however, only the redshirt can do anything, and that’s to shoot. I am a warlike species after all. Activating the transporter allows for a trivial minigame in which you readjust sliders to a shifting sweetspot, allowing the machine to charge. And then my crew are gone in a puff of sparkles.

Down on the surface I quickly establish there is nothing to do except walk left or right and shoot inert green-headed people for no reason, who then sit down. And I can only shoot to the right, even when facing left. The larger problem is that I have no clue how to get back. Eventually I discover that hitting Enter prompts the query: “Return to the ship?” but I can’t click the yes button. The fault is mine, however: at the top left of the button, in letters so small as to be barely readable, and further obscured by the scan-line effect, is the word “SHF”. For Shift, of course. Pressing Shift for “Yes” and and Ctrl for “No” is not an especially familiar interactive shorthand, but then I suppose I am an alien.

The renegade Captain Gillen emerges from a temporal vortex and seduces each member of the crew in turn. Graham feels despondent after shaving his entire body.

Back on board the ship, I manage to break away from the spacestation, now controlling my ship from an external view, flying in a 2D plane using the cursor keys. No sooner have I disembarked, however, than I am launched into a combat simulation. Desperately clicking on bits of the screen to make something happen, I somehow switch into combat mode and then launch a volume of missiles and lasers at my enemy, blowing away voxel chunks from its hull. This continues for what seems like a very long time, until I’ve etched away all of my opponent’s shell and reduced it to an apparently indestructible core. Maybe this is meant to be an impossible scenario to win, like the Kobayashi Maru, only instead of blowing up you just keep clicking until you reach the end of your natural life. I somehow manage to navigate my way back to the view from the bridge, and, perplexingly, this restarts the entire simulation. I poke at another anonymous symbol while on the bridge, and I’m transported to a page with a big black box in the centre and a link to Clicking anywhere then takes me back to the game’s main menu to start all over again.

Some several, equally frustrating, truncated space adventures later and I encounter something new: as I scan a particular system I pick up a distress beacon. I answer it eagerly and find myself amid swirling asteroids. Another ship slowly drifts, visibly damaged, and then immediately ploughs into an asteroid and explodes. I pootle about for a while, but there’s nothing else here as far as I can see. My one chance at heroism turned to stardust. Oddly, when I return to the bridge the viewscreen shows I am still in communication with the alien that made the distress call. I have no way of knowing what any of the symbols I am presented with mean, alas, and one of them sends me to the game’s screen of death, never to return.

RPS Season 8: The crew mistake Ensign Pip’s frog onesie for a hostile lifeform and vent her into space. Adam discovers a new kind of pastry.

Underneath the terrible interface choices and suicidal menu options, there are flashes of the game I want Tiny Trek to be. A little bit of Redshirt, a little bit of FTL, a little bit of Heat Signature, a little bit of Artemis – all mixed together and boiled down into something light and quick and jolly. Its simulation of Trekky trappings doesn’t have to be sophisticated or intricate, but it does have to mean something. Interactions and choices need to link up in some more visible way. It needs to explain itself better, or indeed at all. And, of course, the game has to function. Such is the promise of procedurally generated spacefun that I truly hope Tiny Trek makes it so, but unless the devs work at warp speed, I fear it’s going to be a long journey.

In the meantime, you’ll find me in my quarters. Knock before you enter, Number One. I may have to put some trousers on.

Tiny Trek is available from Steam for £4. I played version 1.21 on 26/01/2015.


  1. Canadave says:

    You really had to work hard to re-establish your Trek cred there, as you got Picard’s order wrong (“Tea. Earl Grey. Hot.”). Maybe you accidentally put some of Janeway’s usual (“Coffee, black.”) in there.

    Anyway, now that we’ve established that I know too much about the preferred drinks of fictional characters, this game looks like it could be right up my alley if they fix some of the issues. What I’d really like to see in a Trekalike is a lot of non-combat options. Shooting dudes with lasers is always fun, but there’s got to be other options you can incorporate for gameplay, as that would do a lot to make these sorts of games more immersive.

    With all of that said, I think I’m going to go get a coffee. Maybe a Jamaican blend, double strong, double sweet.

    • ananachaphobiac says:

      O’Brien! I know that one!

      I feel my forehead just got 8% more lumpy.

    • Kempston Wiggler says:

      …as you got Picard’s order wrong…

      He got it wrong deliberately. Look at the sentence. He’s mocking himself for having no friends other than woodlice; getting that seminal quote wrong is another way to mock himself. :)

      • April March says:

        Also, woodlice are all Whovians and are apathetic towards Star Trek at best.

  2. daver4470 says:

    I’ve always wanted to have the opportunity to say this on a game-related website:

    If you take anything in your Earl Grey other than some kind of sweetener, you’re odd and I distrust you.

    • Goliath Corp says:

      Rumour has it that 12 picoseconds before the Enterprise exploded into a glowing vapour cloud, the last item recorded by the computer was Picard ordering a cup of

      “Tea. Earl Grey. White. Hot”

      To this day there are two schools of thought within the elite of Starfleet replicator technicians; one that simply believes that Picard did not leave a sufficient pause in his request, and the other that knows that the ship self destructed on the grounds of good taste.

      • Kempston Wiggler says:

        I believe it was the Vulcans who proposed a third option: that the Enterprise tried to create a tea that was literally white-hot, and over-stressed the warp-reactor in the process?

        Not known for their seriousness, Vulcans.

  3. Kisguri says:

    Well for a first commercial review, That was a DE-motivator! As the developer I hope I can shed a bit of light on what is going on with the game in relation to the above “Premature Evaluation”.

    Concerning the interface elements. I believe alot of the non functioning buttons and missing button labels have been fixed over the weekend with the fifth update since launch. Deciding to work with chunky pixels and a small design space has created user interface issues I struggle with. I remain open to suggestion on ways to improve.

    To address the content issue indeed the reviewer is correct, the game is content light. And by that i mean the episode components are not all present in game and aren’t all interconnected as they will be in the final plan. I went early Access primarily so I can get feedback. I did not get a lot of feed back from the Kickstarter pool and as a single indie dev, I don’t have EA resources for internally paid testing pools. I really want to nail the bugs and interface issues now, before dumping the rest of the episode content in. The good news is In the five builds I have posted since launching the game on 01/20/2015 have seen a tremendous bit of growth in the games functionality and quality.

    If you where to see the forum threads in Tiny Trek’s Steam community section I hope you will all be encouraged by the response time to issues and the frequency of which those fixes are posted.

    The downside of Early Access is having to worry about these premature reviews that can damage a games reputation before it is in a complete state. I would have loved to been able to present RPS a complete game for them to review. But as mentioned as a indie dev, I needed the input and Early Access helps with that. Tiny Trek is a labor of love one that I am pursuing for reasons two fold. To make the game I have always wanted to play since playing the first game I ever bought “Starflight” in the 80’s. And also to earn a living as a indie game dev. As a early review I can agree with most of what is said here, I just hope that a lot of negativity doesn’t put people off from Tiny Trek before it is 100% done.

    Thanks for your time in reviewing and thanks for reading my response!

    Block Long and Pixelate


    • oatmeal2k says:

      I’m not trying to be a jerk Kisguri, but that *is* the downside of early access: a column expressly about reviewing early access games might notice how unfinished your unfinished game is and report about it. It’s a nice service for people who have little else to go on before investing their time and money in one game or another. No reason to be defensive, I think you’ve gotten just the feedback you’re looking for. Here’s sincerely hoping that you keep working and that the game lives up to its promise, in the meantime thanks for the warning on this one Marsh.

      • Kisguri says:

        Indeed your right, That is the risk/reward transaction of Early Access. But as you state I am getting the Feedback I need, So I will continue to bust you know what on it, And hope the internets still provides a platform to share the news once it is released. Thanks for the comment!

    • AngoraFish says:

      This, of course, is the terminal problem with selling through Early Access as a principle, a sales model that’s very different indeed from running a few betas past a small core of hardcore fans.

      Steam clearly states
      “If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development.”

      You youself state
      “…[only] a lot of balancing and tweaking needs to be done.” “We are nearing the end of the development cycle …. The extra four months … will help with balance and assuring I deliver a excellent final product.” “We have a fully functional playing game, with of course a few bugs here and there.”

      It doesn’t seem that either of the above is particularly true at the moment. Certainly it sounds like there is a fair bit more to be done than just some “balancing and tweaking” and “a few bugs here and there” (which I personally would take to mean tweaking mission difficulty for a more even difficulty curve, plugging a few gaps that have only became obvious once a the full play through has been finished, fixing numerous graphical glitches and spelling mistakes, and isolating the cause of a few random and difficult to reproduce CTDs).

      While EA has the allure of a short term cash injection, the downside risk is that you torpedo your own game and cannibalize day one sales by piling up negative reviews and dissafected purchasers.

      edit: revised and expanded a few points for clarity at 23:22.

      • Kisguri says:

        That is fair to say, I wouldn’t argue that, The first build posted actually had more content in it, but As bug reports came in reveling some glaring issues that I missed. I had to turn some of the content off. I am hoping to gear back in more content this week. Currently working on getting the Planet/Race/Ship stat stack back in place.

    • LionsPhil says:

      I remain open to suggestion on ways to improve.

      I’m reaching the point where I could be replaced with a small Perl script that just posts this on every article about “retro”-style games but, for pity’s sake, pick a pixel size and stick to it.

      • Kisguri says:

        Yes i understand there is a deluge of retro styled game. If it matters, look at Starflight from Binary systems which was my initial inspiration for the game.

        • LionsPhil says:

          It’s not the style intrinsically as how badly you’re pulling it off, I’m afraid. What is the display resolution of the hypothetical retro system you’re pretending to emulate supposed to be? That bottom screenshot has fine SHP etc text, but the rest of it is “forced” to be big and chunky. You then yet have fairly sharp diagonals on the top bar, and thinner dark insets.

          Staflight’s not a looker even for its era, but it’s still got a mostly consistent level of detail, aside from the terrain view which is presumably sharing art with the zoomed-out version. Yours looks, frankly, like it was made in MS Paint with the rectangle tool. It’s really visually offputting; and you acknowledge it’s causing you UI grief. I’d really suggest rethinking what you’re trying to go for here.

    • GrilledCheezz says:

      Aww, don’t worry, Kisguri. Your game is coming along just fine. Everybody here knows Early Access games are rife with varying amounts of incompleteness – yours just has . . . a wee bit more than some. Too bad your Kickstarter backers haven’t provided feedback for you. Lucky for you, though, the few of us that have actually paid the fiver on Steam to help you test are happily vocalizing our opinions. Think of it this way – it’s rewarding to discover when something works correctly! (Hmm, what is this blocky thingy? Ohhhhh.)

      For those interested, Kisguri is very quick to respond to bug reports and game suggestions. He has an overall plan for the game, but he is quite generous about implementing player ideas. True, the game currently has baffling and unplayable aspects, but my intuition sees a huge potential for this little game.

      • AngoraFish says:

        Despite my semi-criticism above, I’m almost tempted to buy the game based on the quality of Kisguri’s responses in this forum alone.

        Unfortunately, Early Access is most often (if not exclusively) used primary for supplementing a dev’s depleted finances.

        Given the current state of the game, however, I’m not seeing a light at the end of the tunnel here.

        The sheer volume of issues that need to be resolved, including a complete UI overhaul, suggest to me that there’s going to be significantly more work involved in completing the game than might conceivably be funded by $5 purchases in the face of an inevitably increasing number of negative reviews.

        • GrilledCheezz says:

          Kisguri has indicated that he has other income to support himself and his team so the Early Access discount shouldn’t be an issue. As far as finishing the game, he is using Click Team Fusion which he apparently knows quite well so he is able to post updates quickly (Steam has updated Tiny Trek 3 times since I loaded the game 10 days ago). Each update targets a group of bugs we have reported to him and ideas we have suggested.

          There’s no way to know the sincerity of a developer’s explanation of things, but, I do believe he had very little feedback from his Kickstarter backers. That forced him to look for other avenues to get much needed input as to how the game was being received by early players. I think it was good thinking on his part to open his game to Steam EA so he could get wider audience participation. This alone was enough to get me interested in the game – an indie dev that treats his supporters like quasi-managers. With the way things are moving now, I’m confident Kisguri will finish the game as he, and we, desired.

    • Marsh Davies says:

      Hey Kisguri – thanks for your input here and sorry for making you feel downhearted. I really look forward to the full release of the game and I expect RPS will review it properly then. In the meantime, I think it’s fair to present the experiences of a customer jumping into the game at this stage, as it still costs them money to do so. Hopefully the article makes clear that the game is a work in progress and that it has a great deal of potential. Best of luck with the development.

      • Kisguri says:

        Marsh my man! Thanks for the added response. I look forward to getting the game finished and to the point where I can tell you… “The word is given captain, Warp Power restored”.

        I am watching way to much Trek over the last 2 years…

    • Morcane says:

      This is a really strange post. You say you’re looking for feedback, but yet, once you get it (and especially the negative kind), you turn it into ‘a downside of Early Access’.

      Hmmmm, does not compute.

      • JamesPatton says:

        I think it’s a fair point? Before EA, we had feedback (the game was played by a small number of testers who told us how to improve the game) and reviews (journalists and critics playing the game and telling people if it was good). This was good because you could get feedback and improve the game without also getting bad reviews.

        From what I gather, the dev here couldn’t find enough testers so went to EA to get them. So now they have their feedback (good!), but because it’s EA this is also conflated with reviews – which is potentially bad because it could put people off buying the game later.

        So EA combines feedback and reviews, giving you better testing but at the risk of your game being reviewed as an unfinished mess. Right? Seems sound to me.

      • Kisguri says:

        Allow me to reorganize the isolinear chips in engineering Morcane, So the translator will work more clearly!

        As I said alot in his review is fair. And I am working to correct all of it. Tiny Trek will be finished and will be up to snuff or I will take a Disruptor shot to the side trying! What I am saying which fellow devs mentioned to me when considering Early Access is that it in fact is a double edge sword. And I suppose as the developer all I can do to mitigate any negative effects is continue to push the games development forward. And hope fine journalist such as Marsh here will allow me a chance at media redemption.

        Darn it how does data switch these out so fast…?

    • hoverpope says:

      OK, you said “Starflight,” so I’m in on this project. I’ve been hoping since I saw those scan lines…

      Just try not to have the game delete itself if you save wrong?

  4. alw says:

    “Deciding to work with chunky pixels and a small design space has created user interface issues I struggle with. I remain open to suggestion on ways to improve. ”

    One way might be to use colour coding, eg use a particular colour to denote interactive bits. Colour is a great tool for giving that kind of feedback – Mirror’s Edge, for example, used red for paths, blue for police areas and so on. I haven’t tried your game so I don’t know what would be appropriate, but sight and sound are other options you might think about using to provide subtle clues as to what’s interactive and what isn’t.

    Good luck with the rest of the development :)

    • Kisguri says:

      Color is a good idea Alw, I will explore it, thanks for the input!

      • JamesPatton says:

        Yes, colour sounds like a good plan.

        Other things you could do to make interactive buttons pop out:

        – Highlight them
        – Make them highlight and make a noise when you mouseover them
        – Also show when a button *should* be usable, but isn’t implemented yet (maybe make it glowy red or something.)

        It sounds like players are being presented with a screen full of pixels of slightly different shades of the same colour, so they have to click every block to see if it does anything. Instead, you could present them with a screen with some blank space (rendered in a dull, dark colour – maybe dark blue), but with a few small blocks of red colour and a few small blocks of yellow or white colour. When they mouse over the red blocks they make an “error” noise, and when they click them a little window pops up saying “Hailing is not implemented yet” or something. Aha, now I know what red means! They mouseover a yellow block; it turns white and the words “Scan” pop up somewhere on screen. Aha, now I know that yellow blocks are buttons I can push, and I also know what each button does before I push it!

    • bill says:

      I haven’t played the game, so I don’t know how much these apply, but:

      – color differentiation for interactive and non interactive elements is a great idea. Plus having interactive elements change color when your mouse goes over them.

      – a quick, simple option might just be either a simple built in keyboard layout screen or to pop up a basic key guide / overlay the first time a player visits any screen.
      I imagine this could be implemented pretty quickly and cheaply, without taking too much time from other tasks. It’d be worth it if it made a better impression on new players.
      – I assume you can re-bind keys?
      – Where a function isn’t implemented, give some kind of feedback to that end. You could even describe what is planned to go there so that they get an idea of what the game could be.
      – Make the little “SPC’ / “SHFT” etc.. text more obvious and easy to read.
      – Tooltips option that explains what a button does or that it’s not implemented yet.

    • JamesPatton says:

      I haven’t played the build but it sounds like players are finding it hard to figure out the keyboard interface.

      Can I suggest:

      – When giving a “yes or no” choice, use “y” for yes and “n” for no. Then, instead of a complicated “Return to ship? Shift: Yes, Ctrl: No” you can just say “Return to ship? Y/N” Much simpler!

      – It sounds like there are lots of keys that are used in different ways in lots of different situations. The reviewer seemed especially confused by this. I would use a small set of keys (like Shift, Space, Ctrl and arrow keys) for each new minigame/interface. That way, when the player enters a new room, they can think “What can I do here? I know, I’ll try shift. Ok, now I’ll try Space. Now Ctrl. Huh, I see!” Using a small group of keys should limit player confusion from “IT COULD BE ANY KEY ON THE KEYBOARD” to “It’s probably one of these four”.

      – Have you thought about an overlay/popup explaining each screen? You could show it automatically when players first see the screen. Then at the bottom it could say “Press H to show/hide this screen.” That way, if a player is able to close the screen, they will also know how to open it again if they get confused. (Keep these screens as concise as you can, naturally – people are here to play, not to read – but it sounds like a little clarification would help a lot of players.)

      • Kisguri says:


        What is in game now, Is every function you can perform is available as a labeled button in most screens. All controls are handled with directional keys or directional joy-pad, And four input keys which by default are Shift, Ctrl, Space and Enter. Now each of these contextual labeled buttons that are triggered by one of the four input keys are labeled. If you are using the keyboard it shows A icon with a label corresponding to keyboard key for use, IE the Orbit button has a icon on it with the “SFT” or shift to indicate which key it is, OR a green A for a joy-pad button should you have set it joy-pad. I think it gets confusing when you can on some menus that require more the four buttons you can cycle through them with direction pads and then hit shift to enter.

        Maybe the solution is to remove contextual keys all together and make all menus cyclable. Any thoughts!

  5. twaitsfan says:

    hey kisguri,

    I picked up tiny trek on indiegamestand a while back (btw, how do we get the updates) and I liked what I saw, but I also felt it had a way to go and so I put it down so as to not spoil the released version.

    I really liked the atmosphere, and I love its inspiration, starflight. It was a little tricky to figure out what was going on. I’m not a huge fan of tutorials, but maybe you could have an initial quest to get the user up to speed with how to do things. Back in the starflight day, you could _ gasp _ have a manual that explained things. Nowadays though, that doesn’t seem palatable, and I realize that’s pretty far down your list as an indie dev. Maybe you could post a let’s play of how to do some of the major operations of the game.

    I’m rooting for Tiny Trek; it’s got great potential and heck, I root for most smalltime indie’s TT though, could also be the game I always wanted to play.

    • Kisguri says:

      I appreciate the support, And will endeavor to not let you or your crew down!

  6. geldonyetich says:

    This game really got my attention when I was browsing the other games for the Fusion platform. Procedurally generated space games are totally what I’m interested in, and this game is a heck of a lot more interesting than the average pewpew fest.

    Given that I have been dabbling with game studio programs lately, I’m also really impressed with the level of flexibility he’s able to introduce to that platform. I wonder how much custom-coded extensions that required?

    • Kisguri says:

      Hello Geldonyetich!

      You will be pleased to know that i am using nothing more than standard Fusion objects for a majority of the game, Things like Steam workshop etc are platform specific and are special objects, but when removed the app will still function. It was a design goal so that I could assure as many cross platform possibilities that I could try and pursue.

  7. Harlander says:

    Say Kisguri, have you got a single point of contact for feedback for this or are you taking it through email/KS comments etc?

    • Kisguri says:

      at the risk of getting spammed to death, i present you with Kisguri at Gamesare dot com!

  8. Ejia says:

    I am not down with this Earl Grey business, captain. It’s black tea with milk and sugar, or green tea with lemon and honey.

  9. Premium User Badge

    phuzz says:

    I did like the alt-text there Marsh, well done :)

  10. Shadow says:

    To add my bit of criticism, those scanlines, man. You’re overdoing it.

    If I remember correctly, a number of games and emulators which have scanlines as an optional (important) graphical effect also have a handful of settings to configure how strongly they come off. I suppose an opacity slider would do.

    • Kisguri says:

      Currently in the Options screen you can turn them off or on, I like the idea of a Opacity slider (Adds to list) I was also thinking of a vertical set of scanlines as well as a option.

  11. Herbal Space Program says:

    You could have made a survival zombie game for half the work you put in Tiny-Trek.

  12. Kempston Wiggler says:

    There is no game yet produced that gets Star Trek completely correct in ALL its facets. Most tend to default to the tried and trusted formula of never-ending starship combat, which is important but shouldn’t be ALL there is to a Star Trek game, no matter how bloody amazing Sins of a Solar empire mod, Star Trek Armada 3: A Call to Arms is!

    This game looks like it could scratch most of Star Trek’s itches, which is great. And I love the lo-fi presentation! One for the watch list!