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Don't read too much into a single experience of your game.

I think what irritated me about the clock was, that night and day of course do not correspond to 0-12 and 12-0. But there is daylight twice with some hours and the irregular sleep times disorient me.

Since you added night effects, you might want to consider using the sun as an indicator. Sun and moon wandering across the sreen. Or as a background of the clock or whatever. Or a more granular night and day,  with dusk and dawn in between. Speaking about the lack of light on the map in night.

It is mostly the sleep times I think. If a day is scheduled regularly, I do not need to think about what time it is after waking up and have some inkling what time it is depending on how many things I did. What could do the trick is tell me how long I slept or rather what time I woke up. There is a sleep dialoge anyway. It could end with something like, you sleept till 6:00.

These are good suggestions. I like the sun-moon moving idea and the moonlight making night more visible. I'll have to think about the regular sleep time. So far, the game has been purposely designed so you run-out of stamina, then sleep, for 2 reasons.

1: Stamina is very low at the start, but as the game progresses the player can  use upgrades and items to stay awake longer (indefinitely, if they wanted) and it become more about planning when you want  to sleep.

2: Women appear in a staggered time setup. Every 8 hours is a different woman. So, the player can time their sleeping to meet a desired woman.

The recent versions do have 3 sleep setting styles, one of which shows the hours passing and what events happened while you slept.

If there was a way to activate sleeping without running out of stamina, I did miss it.

I am used to some time management, but mostly in twine games. And they of course have digital time display. And typically there would be an option to rest or nap to gain a little stamina back. Or trigger a full nights sleep/end of day.