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Alrighty, so I have a lot to talk about on this one. Most of I'll go into more detail on the video itself but write the resumed version here. Firstly, it would be great if the game would let you, from the menu, start back from the last checkpoint you reached, otherwise it gets kind of repetitive. If you don't want to do that, the option to at least skip the phone calls would be nice. Now, I absolutely loved the gas maze, that was extremely fun and I personally don't think it needs to be change at all. That being said (and much like what the post below mine said) there definitely needs to be a checkpoint in the schedule control room, cause messing up that puzzle and then having to redo the gas part is a bit too unforgiving. Last thing would be a suggestion for the enemy guy, I personally think leaning into the ''Uncanny Valley'' theme for that guy's design would work brilliantly with the vibes of an unending train station. I delve a bit further into that concept on the video itself. Overall, this is still super fun and I will be coming back to it yet again to try and beat it.

(+1)

 Thanks once again Yeena, for taking the time to play and review, I’m sorry that you didn’t get through The Lanes. To answer your question about the generation of the map, it is optimised to generate parts of the map as the player goes along, this is to avoid generating too much at once. The sections are selected randomly in part, but also according to which stage of the game the player is currently progressing through.

I have been thinking about how to make the pursuer appear more threatening and others have mentioned this as well so it is definitely on the todo list. The “Uncanny Valley” suggestion provides a good lead to follow up on for this, so that’s a real help, thanks. I will also look into checkpoints for The Lanes and into a “Continue” button for the menu.