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(+4)

My biggest complaint is that it is way too easy to outrun the killer. Maybe that is the general design of the game, but I wonder if it would be better to focus on hiding mechanics to outmaneuver the yandere.  Maybe not initially, but as you unlock specific doorways, a desperation mechanic may need to be introduced as the yandere knows you are close to exiting.


This would force gameplay to focus more on hiding, which could slow down the pace of the game, but would increase the anticipation of an event, adding to the horror factor. To prevent people from hiding in the same spot for very long, the yandere may be able to call the player to vibrate their phone in their pocket. This would alert the Yandere to their location if they are close, forcing the player to move spots quickly and to a new hiding spot. 

Just a thought, but great game so far! I like the direction it's taking and the improvements to the AI. Great work.

(+1)

You're sounding like you are explaining fnaf in a way XD

I'll admit I haven't played the FNAF games, but from what I've seen about them, you are mostly stationary and the process relies around resource/power management. This game is more of a hide and seek game, except you can achieve a win condition after finding all the tokens you need to grab. If FNAF in its later titles made it more of a finding totem like game, then disregard this lol.

that call mechanic reminds me of nighttime visitor

Thanks for the feedback! yes the AI design is not direct run and gun but more of a stalk and finding oppurtunity to strike at player. as we update more and more Ai will open up to more possibilities to make openings on player thus will end up becoming alot more harder in the future but then we would add difficulty options to work along side it.