On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Thanks for the detailed response. I don't know how to address the OBS issues, but as a user of OBS I can say its a fickle beast sometimes lol. I can try and see how the engine interacts with screen recording.

The movement could definitely be faster I'm learning. Even while playing other entries and going back to mine I can feel how slow it seems in comparison. The walking into the lockers was a mistake on my part which allowed navigation into the space, rather than an interact only on the object itself. Something I plan to clean up post jam.

The red planet maze I personally believe was already fairly small, with enough landmarks, and no pits/spinners/teleports to get around without warranting a minimap. I don't think I would change much there but I can take a second look. And thanks for the recording that will help analyze it more.

The rune puzzle disappearing and preventing movement was a mistake on my part not replacing the navigation on the tiles to allow walking. a simple fix, but a good note. As far as it popping up after closing it, that's not something I was immediately able to replicate and somebody else had mentioned this too, so I'll have to do more testing to find out what causes it.

The eyeball event was not based on sanity, but just intended to be a spooky/confusing moment to reinforce the them. It's a a fairly small space, but I could have added more spaces to step on to let you escape or set a timer to put you back. I know that part can be pretty jarring.

The spaceship skill could use a tooltip description to explain more what it does - the intention was not to let it be a fast travel tool, just a way to actually get back *in* the ship when flying around. Many of the events based on madness level occur after interacting with the statues and getting neutrinide crystal, so I didn't want these just to be skipped.

Thanks again for playing and this valuable feedback will help me fix it up.

(+1)

I think for the camera, it’s not a global rule, but walking up right next to a wall, most time you want to show some of the floor at the bottom of the tile you are on. And to not get a really wide perspective, moving the camera back a bit is part of the trick as far as I’ve understood it.

With the red planet maze, it might also be that the exit could be a little bit clearer. Since the cave is dark and you enter from a well lit room, it could make sense to make it bright even. I bet I passed by or was looking at it when trying to find my way out without realizing it.

A compass could be a middle ground, but I totally get if you don’t want to add that.

As for the runes, I’m not 100% sure what I did, but I only had 1 rune in the inventory when I reached it. I placed it in the middle slot, then I might have just walked away. Later when looting other stuff the UI popped up again and again. But it wasn’t there if I opened the inventory. Because I was wondering if I could trick the game to turn in the puzzle while standing next to the exit but the two ui wouldn’t be on screen at the same time.

Adding time as a secondary constraint on the eyes would be a great solution, I think.