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Hey @Zelgadis85.

Man, I think your game has potential, the idea is very good, but I believe you can evolve even more.

In my opinion, the most addictive feeling in games is the reward (yes, that's why there are so many loot in DungeonDown) and solve puzzles by itself is a reward, give it a good feeling "nailed it"! In this perspective, the game has met expectations.

But if you will allow me, I would like to give you a suggestion to improve the map exploration.

Exploring is very enjoyable in games, but the player needs to feel that he is evolving while exploring. Due to large maps and few events to interact, you can make the player get bored, my suggestion is that you reduce the size of the maps or add more events.

Getting lost in a game is bad feeling too, I believe you can creata some kind of visual signage to lessen the possibility of that happening, so the player could easily difference the interactables events.

Briefly, it's a great game for just 2 weeks of work. Congratulations.

(+1)

Thank you luizcubas for your review! I'm happy to hear you enjoyed the game, I certainly enjoyed yours! I am also happy to hear that you found my puzzles and their rewards entertaining. I am also aware that my mapping skills need still more work.

I am planning on making more events for the player to interact with. Many of the events in the current game are redundant and do not play a necessary role; this will be addressed in an upgraded version that I will upload sometime after the contest ends.

Sadly, I must dismiss your suggestion for map size reduction. You see, I have a solid image on my mind what the building looks like (it is supposed to feel like it COULD exist out there somewhere, in reality). For this reason, I have created a rough blueprint of the mansion map (which is accessible ingame, if you manage to guess the computer password correctly). I might take it away from there and transfer it somewhere else, though (as the computer has multiple overlapping functions, none of which are necessarily vital for game completion)

I have also had other feedback on the players getting lost, so I might include a helper NPC in that new version that will give you hints on how to progress. I am still thinking about the exact design on how I should do this, but rest assured: it will come in one form or other.

Depending on how many events the next version will have, I might add a visual signal to show the player where to go, but I'm thinking that it might not happen right away (as I prefer to explore on my own first). I might do them on a timer of sorts, maybe after a period of inactivity.