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Round two! So, I feel like I've got a much better feel for the combat, but I did have to rely heavily on the heal over time effects of the small medkits and it felt like I was kinda spamming them. Due to their low cost and massive healing capabilities they feel a little overpowered, but with the combat as fast as it is right now, I can't say that's a complaint.

Now, my biggest issue this time around was the sanity mechanic. If the player is going to be punished with death in a game that has a reset and randomize as its core function, there absolutely needs to be a way to track ones sanity. In a game about exploration and curiosity it is natural and vital that the player investigate all they come across and lacking the information to make informed decisions on interacting with objects that can potentially kill you makes for the cheapest death I've seen in the game so far. I'm not all for removing the mechanic, but there needs to be some way the player can keep track of that in order to know if inspecting objects is worth the risk.

Lastly, the respawns and re-randomization . This might be a case of 'this genre isn't for me" which may very well be a valid counter to my complaints, and if it's something you're intent on keeping, by all means do so. But, even understanding that this is a demo, there is little to no sense of character progression throughout the lives played, only the sense that I've gotten a bit better at not dying. Some sort of carryover to a new life, even if it's just an option in a hidden menu, would be a huge plus to me. Be that some basic stats, items or something along those lines, it would make the character feel like they were making some progress as well as the player. My other idea was to have a single map generation for a save, where you always respawn on the same generation of a map until you decide you want a new one. I don;t know the scale of the game in its entirety or even if you plan any other locations, but being able to learn and efficiently move through a map when death is punished so completely would be a huge respite from the current system.

Most of this is just me tossing ideas around and may severely conflict with what you want your game to be, but even adding these as optional tweaks in some sort of accessibility menu might increase the appeal while still leaving the hardcore stuff in for the "purist" crowd. I'd love to hear your thoughts on all this and I hope you enjoy the second episode! Despite all my criticism, I do really love this game.

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CoalFire, you are fantastic! Thanks a lot for this second run! You have indeed got much, much better at it. Like I said in a comment in Youtube,Im sooo sorry for such an unfair death by madness, we are working on that, and we are definitely working on character progression, but these are things that over a 1 level demo, it is really hard to show. So, answering to some of the questiosn:

1) There will be a insanity counter. yes, it is under progress, and in fact, sanity will be a strong element in the character progression.
2) Right now we have just quests triggered by room entrance, but there will be more types of quests and traps in future versions
3) About the character progression. There will be it, in form of keeping items between levels, and becoming the character stronger.
4) Also we plan on including the possibility of "saving" the character. (still on it)

Said that, the sensation of continuity in the final game, will be much bigger.

The demo can be a bit frustrating, I know, because it is just one level, and we are working on the balancing, but on the bright side, we have solved many of the bugs that appeared in your last run, so thank you for your help.

Oh! And also a gameplay video that I did myself. Watch the ending :) it is the small reward for playing the whole demo!

Thank you again for your support! I will send you a free key as soon as the game is on sale!


Best,

Carlos

Glad you enjoyed the second video! I'm really glad to hear that there is going to be some carryover between lives, that eases a lot of concerns I had with the demo. And that you've already got a sanity meter in the works. I'm already looking forward to the full game and I'm excited to see what all is hidden in there!