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I looked at this and was unsure this would be my kind of game. But I noticed a demo. I figure trying the demo will not cost me anything and I could figure out if this would interest me or not. I have determined this is not my kind game. I am aware the game is still in progress, I think even finished this will not be my kind of game. I accept this, and do not fault the game for this.

However, still recognizing this is not my kind of game I have some constructive criticism of things I think you could improve since the game is still development. A lot of them are things were I do not know what I am doing so maybe you need to explain things better to the players. I will break it up between Night Club and Security Room.

Starting with the Night Club. Is remember which symbols are for which suppose to be part challenge? If this is suppose to be part of the challenge, then you can probably ignore this part. When I am looking at the camera map and see a room needs to be clean, I have tendency of trouble remember which room is which. So more then once I had to use the robot to look at the room door to which symbol they were. Simple suggestion I could make is include a symbol on camera map marking the rooms as Diamond Room, Spade Room, Club Room, Heart Room.

Playing with a gamepad I could not figure out how to answer the phone. Sincerely I tried use the game pad to get the phone before it hangs up, and I just kept pressing the button to open and close the right door. The only way could answer the phone was use my computer mouse.

I think it is Day 1 someone calls you to tell use the big red buttons to close the door to block one of the girls if the need should arise. What need? Why would I need to block the women? They explained how I can close the doors the doors, but failed to explain when or why I would need to do this. This was something I eventually figured out on my own, and it was linked to something else I misunderstood.

The red bars that are filling up by character icons, I misunderstood those. I assume those were energy or stamina. My thinking being that putting an employee with low energy to work would be negative outcome for the customer and/or the employee. Maybe the costumer will get more enjoyment if the employee has more energy less enjoyment if she has low energy. That was my thought process, which I eventually learn was wrong when a couple of bars got full and I was confused that I was unable to assigned these characters to a room anyway. So you might want to explain what those bars mean.

“Look out for anything suspicious.” Vague, but okay. Camera goes out in one rooms, and I figure maybe that’s just it. Maybe the camera is the suspicious thing I am suppose to look out for. But you do not tell us what to do when that happens. I tried cleaning the room. I tried using the room’s fuse box. I then took the robot inside the room with the broken camera trying to find something to interactive. I waste so much time try to figure out how to fix this room that I lose track of everything else. If there is an object in the room I am suppose to find and interact with, maybe that is on me for not finding it. Otherwise you might need to explain to players what they are suppose to do when they find “something suspicious” or when a camera breaks. Because I never could figure out how to fix the camera.

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Now we can move on the security room. On the first day the phone call is an info dump of a lot of information that not everyone is going to process well just from hear it once, like me. And some things need better explaining. 

“Fix the fuse box.”
What fuse box? Where? I actually thought the fuse box was suppose to be in my office somewhere. Eventually found it.

“I put the current code on your corkboard.”
What corkboard? Where? Seriously, I actually never found the corkboard.

“Check in on [name].”
Who? Is there a part of the game were introduce the characters that got cut out for the demo? The only reason I figure out who I am suppose to be checking on is the heart icon. But I am also unclear why to check on her. Does she just stop for a bit, or is there another reason?

“Turn the valve.”
What valve? I think it took me few days to actually notice the valve I could interact with.

Artit, the green wolf. The one character whose name I know because of the plank on the wall. It seem she some how open one of the doors, and I do not know how. One time actually caught her standing in the door frame, and could not figure out what to do. I tried push the door button, but she kept the door from closing. I could not figure out how to push back into the hallway.

Sanity, fuse box, and valve. What do these effect?
I maintain all these things because I was told to do so, but I do not know why? What does the fuse box effect? Why should I fix it? What does the valve effect, why should I fix it when it starts leaking? What dose sanity impact? I had sanity drop to zero more then once and it was not game over. So you might want to explain to the player why managing any of these is important.

If this game is not my thing, I wish you best of luck of on your game development. Hope my constructive criticisms were helpful.

Deleted 21 days ago
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I have learned that apparently this is inspired by or parody of the Five Nights Of Freddy games. I have heard of them, never played them. Just came back to add a comment, that if anything I mentioned above I was confused about were things based on Five Nights Of Freddy game then I will like to give a last suggestion.

Work on the assumption there is a chance that your player has not played the original game your game is inspired by or parodying. So do not assume that players will already know how to do something, because that is how it was in original game. Work on the assumption that you will have to explain everything.