Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

EndlesNights

4
Posts
1
Followers
A member registered Apr 08, 2021 · View creator page →

Creator of

Recent community posts

(1 edit)

Dark Souls had ways to determine if it was a chest was a mimic or not with visual ques such as watching for the lids of Mimic chests to occasionally open ever so slightly as they breath. 

Perhaps in your case if where to redesign the first area slightly so the player can see both hallways at the same time and make them both look slightly differently, and then maybe put some burns/char marks on the ground or embers/ash wising in the air or some other subtle indications that one is bad. And perhaps make the hallway longer so that the player can't cross it in one life? Other wise they might just dash through tanking the damage and not attempt to go down the other hallway, because they might just think it will burn them as well. 

In your current design you have also primed your players with two message right before the first light encounter "Move Though the dark" and "You never know what hides in the light" and the 't' junction you have set up funnels the play to the fire trap first. So the lesson learned might just  be going into the light is bad.

There seemed to be a few light with invisible sources that would either hurt or heal you. Such as the first two at the start of the game. I couldn't really visibly tell much of the difference between the two of them.

I think some of the pressure plate buttons where a little hard to spot once the lights where extinguished. Perhaps if in the dark that had a little bit of a glow to them similar to that of the exit level cylinders. Though I just might be dump and spent a minute or two not noticing one of them.

Other than that I really enjoyed it!

I can see the start of a physic puzzle game here. Controls a little annoying to fight against since the default is to throw the box and not to simply place it, so they would either clip through the ground, or bounce off the button. I actually found it easier to use the candle stick since it has a low mass to drag ratio, so it would just drop onto place. (you can also skip having to go up the stair case in the second room)

Not quite too sure what the intended solution was for the third room, I just ended up slinking along the ledge on the wall as a way to bypass the chasm. 

I was able to walk along the ledges to get across the chasm, didn't feel like the correct solution, but it worked.