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Too harsh? Nope.

In my case, I had a unique struggle. My game is a bit short. So I felt that to make a demo, without giving the whole game away... I had to use the tutorial zones as the demo.

And I wanted to keep the tutorial a bit "silly", because a lot of game tutorials, I just don't find fun.

But hearing your perspective was great, too. As I said on my page... your video made my day. One particular piece of feedback also helped me to clear up where to go with a particular detail when it comes to the demo (your feedback on zone 3). I ended up deciding that zone 3 really didn't make much sense in the context of the demo, so I decided to save that part for the full game

As for the monster which turns into a box... I'm still thinking about that. I think it'd work a little better if I can at least try to fix it where the player can't see through the box. But I'll see about it. The box reminds me of a small and vicious canine - lol. :)

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Yea, tutorials are the worst : ) to a large extend, I believe that games should not have one (and my plan is to remove the one in Bunny Bunker) as they typically are just annoying, and its lazy to do as a designer. 

I would not be to afraid of giving to much away ;) I would approach it differently.. how much is needed for you to collect the right amount of data to improve the entire game. As soon as you have it done, you can change and charge money for it. Get data to improve game for higher profit is my logic. Better game = more revenue. 

The monster was a bit confusing.. but I think mostly it was because I was unable to kill it.. and it did not kill me.. so I ended is some sort of limbo state. That to me was the biggest problem.