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.