Most actions and important dialog choices involve dice rolls that affect your stats to see if you’re able to complete the actions. Why this system is not for me in a video game sense is that it disregards all the hard work you put in. You could be collecting a lot of equipment and doing everything to the best of your ability, but if you can’t pass a dice roll then you are completely blocked from progressing. It amazed me when I saw this. I only had one chance to hack computer systems so if I failed I couldn’t complete my main task (I actually didn’t know my main task, the descriptions in Space Wreck are completely vague and unhelpful). If Space Wreck was trying to be a TRUE RPG then there would be a lot more give and take in the outcomes, or ways to try to recover from the outcome. Also, if it’s trying to be an RPG, why does it require you to sneak around and attack in real time? There’s not a warning in how enemy battles are going to go, and even though the game hints that you can avoid combat totally, it is almost impossible to not trigger it.
A lot of the map, especially when entering a new location for the first time, is very hard to navigate through. New areas have a fog laid over it, which doesn’t go away until you enter that room. Contextually this makes sense, because many RPGs don’t give away what’s in a room until you enter them. The problem with the fog and other world elements is the user experience.
5/10