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I’m currently focus on the spatial communication of the Citadel, iterating on how to motivate player movement.

For example within the market square, exits aren’t immediately visible due to the maze of market stalls obstructing the view. Players are forced to navigate the space actively, uncovering more information as they explore and mentally chart the area.

As they walk to the other side of the square, a clear exit is revealed. This different perspective allows for strategic planning, enemy spotting, and anticipation of rewards, making exploration less boring and giving a reason for exploration.