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I see. Thank you for the clarification. A key design skill is how you teach mechanics to players, as they need time to figuring out how such things work out and such. Throwing multiple items on the player at once can be potentially overwhelming, and so you should consider how and when to introduce additional items to the game.  Think of the Metroid series, they introduce an item and base a series of rooms around getting used to and mastering said item. Once that cycle is done, they repeat with a new item, eventually introducing rooms which requiring mastery of a range of items to complete. Something like that, but on a smaller scale would have drastically improved the experience. Clearly demonstrate how such items should be used. Great work nonetheless.