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(+1)

Hi, I just played the new version and as usual amazed by the new content. However I have a suggestion on level design and difficulty. (this is not urgent, and probably not hard to do either, but I want to suggest it now so you think about it while developing new levels).

In general I thought the new levels placement of enemies are starting to become a bit repetitive and most traps/enemies are easy to dodge.

I think in the new levels when you reuse old enemies, more of them should spawn than before or the level should come with a twist, to keep the difficulty curve steady. A good example of that is the 2nd snow level, I was expecting a snowman to appear, but this time there was also a spider near it, so it was much trickier to dodge than in the 1st snow level. This is good level design. But unfortunately I thought the new levels were kind of lacking ideas like this. 

The mud world, for example, has incredible potential for all kinds of traps and goblins, but I was surprised to see only 2-3 ones in total. I think there should be at least 2 rooms with 4-5 goblins, one of these rooms should exploit the mud mechanic, and one should exploit the trap mechanic. The trap should also not damage you but instead stun you for 1-2 sec so the enemies can take advantage of it.

Considering your game has so many gangbang anims, every room should have at least 2-3 enemies, at least in Hard difficulty. I don't think players will mind too much if the game is too difficult in Hard considering what happens on screen when you lose is not that uncomfortable to watch  ;)

(+5)

Adding them to  hard difficulty is nice idea for anyone looking for more challenge without affecting experience of casual player.

I am saving those 4P and 5P animation for goblin only level.

(1 edit)

I would add that the only room that has 2 goblins in it has the goblins in water, so if they do get you, the animation is slightly obscured due to the swampy water goo stuff. Might be worth considering that when talking placement, but I can't stress enough how nit picky this note is. Like, that and the red skeleton at the top of a rope that makes it hard to get off the rope, are the absolute only two things that weren't awesome imo.