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Frustrating that things are impassable for no reason and then suddenly passable (e.g. until you read the log, the way east is just magically blocked then magically unblocked) but I liked the visuals as it revealed. Didn't like the strange 'whole map changes for no apparent reason' but I liked the areas and challeges being uncovered. The torch/scanner mechanic has a lot of potential. But need a clearer indicator that you can't see - took me a while to discover that squares I could 'see' I in fact could not see and that I'd have to walk over them to find there were critical logs sitting there (maybe make the initial gray dots all black squares until tey've been visited once, so its more obvious)

(+1)

Thanks for playing and for leaving feedback!  I had to think for a while about your comments before I was able to express the design concept I was going for: The unknown remains unknown until it becomes known, either through direct exploration, secondhand information, or leveraging a tool.  Future planned terrain types double down on this concept.  However, you gave me an idea to try -- instead of making unknown areas impassable, let the player trace paths through them, but it will be slow and disorienting.  That will contrast better against the more leveraged means of discovering unknown parts of the map.  Thanks again for sharing.

Yeah that sounds a good way to handle it

Hey, I wanted to share a screen grab of the new approach.  I think it is much better, especially once you find better tools to explore more. It makes the story less linear, but I think that can be ok. Thanks again for prompting this!