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(1 edit)

Not OP but I think I know what they're getting at:

  • The time limits on the mouse area minigame are pretty brutal, not quite 3 seconds but 5-6s is still not really long enough by an order of magnitude (imo). Especially considering that the non-maze version has a time limit of 4.5 seconds per target, only adding an extra 0.5-1.5s to traverse a maze doesn't make sense.
  • There's no indication in the UI of what the time limit is or how long you have left. You also don't necessarily know whether you've failed by running out of time or hitting the wall
  • If you fail once it sets player_prone which, unless you immediately select the "break free" action (with no prompting or indication that you need to do that), causes the next attack to automatically cause another mouse area minigame which, if failed, docks you 100 HP which is an insta-kill at the start.
  • Related to that last point, the difficulty curve is the wrong way around, nothing about the "combat" seems to scale as your max hp increases so it just starts out really unforgiving and gets trivial as you go.
  • As I was playing to verify the previous points, I came across an unrelated bug: selecting "Run back to the safe room" in a fight with Laura will never succeed

My personal opinion is that the minigame is too fiddly for a game likely to be played one handed anyway but if it's going to be there it could do with a better implementation.

I had optimized the mingames for pc...it sounds like i may have to alter the smartphone version to make it a bit more forgiving. As for the difficulty scaling..the combat was supposed to be kind of RPG like..so the early game opponents get easier but more challenging enemies come along.