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I enjoyed what was available so far, I like getting to meet people and I felt like the quests would be fun if I continued. Some suggestions: 

1. I started to feel like I had been given a lot of "quests" to consider by the end of my session. I had wondered if we could have a notepad or a quest list somewhere.

2. I cannot help myself and I always look for all the details. I felt like there were a lot of those in the garbage, maybe too many. Not sure. After the quiz, I think this was one of your main ways to give that information to players. I wonder if we'd be able to access them through some kind of notepad (again) or maybe an inventory, as they're items mostly.

3. I felt there were a couple of moments where there were jumps in logic. The one that stood out was the switch from, there's some weird chemical that we found to sudden social changes without explaining why or how.

Hi,

Thank you for taking the time to play the game and for leaving feedback.

I'm glad you enjoyed meeting people in the Corridor – creating an array of characters for players to interact with is a major focus for me.

Regarding your points 1 & 2, the long-term plan is to provide players with an ‘Omstrad Organizer’ that will allow them to store their thoughts and inventory, as well as offer additional information and tasks to aid their role. In the short term, you’ve given me a ‘lore-friendly’ idea to incorporate in the next update: using the Arigeta watch to allow players to check their messages, which will include their quests.

As for point 3, I want to balance not overwhelming players with too much information at the start while allowing the characters and items encountered to reveal the story post-Element Zero, alongside trying to capture some of that Cold War paranoia of the period and the general confusion such a disaster would create. As the game expands, there will be more information to discover – but I take your comment on board and will strive to improve this aspect.

Once again, thanks for playing and providing your feedback.