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(+1)

I think the biggest thing to consider is player control. So much automatic stuff happens that it distances the player, like standing still while the enemies slowly advance.

For example, a corruption sequence where you walk down a hallway and the character is slowly becoming slower and staggered as they're changing. Or, when being surrounded by enemies, you're actually given some freedom to move and fight them back (and you don't have to make a loss condition,  it can be an encounter that you can't fail). You could be in the room with the goat and they'll keep talking while you're free to move around, and nothing happens until you attack them.

I thought about that and it sucks I can't really do that myself in a turn-based game, because nothing happens if the player doesn't take a turn.  I should find a way to make it work somehow.

(+1)

You're right that the game is super barebone in terms of gameplay right now. Don't worry, I've already planned to add more agency to the player in the next demo.

Good to hear, and good luck.