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I BTW should add that “nonlinear” has two meanings - nonlinear in the Antichamber sense means “the ending is always the same, but the path to it has many variations”. Metroidvania style, basicaly. BTW, Antichamber actually has a “second ending” which is most likely actually a glitch, but conveys a quite different story: https://www.youtube.com/watch?v=wGY2nXjXuTE :)

Stanley OTOH has a quite different kind of nonlinearity. With few exceptions, the path to each ending is always the same, but there are a LOT of branch points. However this is just true on the surface - given that some actions change the game permanently, Stanley also has Metroidvania-style nonlinearity on a level above the gameplay itself.

So, I can’t quite tell which kind of nonlinearity fits your game better. An interesting hybrid is a form of nonlinearity where only some actions decide later outcomes, however most of the game proceeds the same no matter which choices you made. A wellknown game of that kind is Undertale, although this concept has been in use way earlier.

Also, as I was lucky, I now made it to the minutes ending - that one actually was quite good looking.

One issue I BTW had - for me mouse capture did not work correctly. Might be a problem of my system. I thus ended up playing with using the touchscreen to look around, which worked rather well actually.

I also don’t quite understand the point of the many-doors room, given it appears to only have one exit. Also, instead of highlighting the correct exit, a fun solution might be making whichever door the player opens after a few attempts the correct door (maybe 7 attempts is good?).

If I "rebuild" the game I would consider such this like replayability (probably more in a subliminal way)

The room with a lot of doors was an an idea which arose during developmentOriginally I had in mind to create a room with infinity doors. I wanted to completely overwhelm the player.  Either after some time or after a few tries, the correct door would appear.