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Thank you so much for the feedback. So, I need to find a way to showcase that my game is a dark sci-fi adventure and not a "horror" game. I know the artwork makes it appear like it's a horror game, but combat will be a big part. I guess my idea with this game is Dark Souls. It's not "horror" per sa, but has dark/creepy elements.

I'm trying to find a way to introduce combat at the very beginning, but I also like the opening with a bit of mystery and exploration (what's going on here?) before The Lurker chase and combat opens up. However, the plan is to have combat pretty heavy once you reach that point. Combat, explore a bit, scatter in a few puzzles, etc. My idea was you just activated, so you're not "combat ready" and don't realize there's a threat. You encounter Lurker, "Oh no, I need to upgrade" and then go in to wreck stuff LOL Doesn't appear I pulled that off... and need to find a way to introduce combat earlier... but also keep that opening mystery where you need to explore a bit before things are kicked up a notch.

I actually considered showing you can have weapons at the beginning, but your sword and gun get stuck/locked because the ROBO-Unit breaks... so you need to find the Circuit Board to repair and get your weapons. Maybe that'll show players... "Oh, there will be combat in this...?"

Definitely need to find a way to clear up the fact this isn't a horror game, though LOL You're not the first to think it is. I just want it to be dark and creepy... but an adventure game :-) Kinda like a soullike or even Last of Us. Combination of dark themes, action, combat, exploring, puzzles, etc. I just need to balance it better.

Thank you so much for playing and leaving your feedback!!

Oh, so if it's not meant to be an horror game and more of a dark adventure game, then an humble suggestion is to add some friendly/neutral NPCs. Like in the first Dark Souls you have a friendly NPC helping you early on, even if they get killed soon after you soon start finding new friendly/neutral NPCs right after you exit the tutorial area. Similarly last of us has the whole duo protagonist mechanic, they provide emotional support for each other. Horror games usually have solo protagonist because being alone is pretty scary for most humans, and Bio-Synthetica thus feels like that because you start on your own in a seemingly empty world with only automatic machines and message logs, then the first other characters that do talk are pretty clearly up to no good. 

IMHO something simple would be that instead of the first room's machines being automatic devices, having them be operated by friendly NPCs that you can chat with a bit, maybe find some human survivors or other scattered robots/AIs that give some feeling of companionship, maybe even some shady merchant willing to trade crafting materials/upgrades. They could also provide the tutorial advice instead of a non-participating narrator. But if the protagonist is all alone in the world against hordes of monsters, then that's gonna feel more towards horror.