I think the difficulty and feel of the game really match its design, keep up the great job!
Xiketic
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Yeah, no "one size fits all" with this type of thing, and gameplay is definitely the priority. Plus, there are plenty of ways to get that same intensity without applying advanced camera work, by using tools like screen shake, lighting, music, etc. No doubt you guys will make your game the best it can be, keep up the good work.
The zoomed in camera does make everything seem bigger and more intense, but wasn't very practical from a gameplay perspective. Would need a lot of camera adjustments to perfect, and idk if that's worth that much effort for 1 room. (zooming out for certain attacks, or based on distance from boss, etc.)
The Fnaf Killer thing was mostly a joke, but it is cool to see the gameplay improvements and design choices they make :P. (besides, fnaf already has the rule 34 covered.) Jumpscare thing does depend on how much work it would be, and what they are prioritizing, but considering it is an nsfw game, it seems a valid thing to put effort into. Interesting point on bringing up them standing outside the doors, I hadn't given that much though. Maybe its necessary since, unlike fnaf 1, you don't have the light switches, but it might be interesting to have them stay in the hallway for longer, and cut the time spent near the doors in half, That could incentivize players to spend more time in the screens preparing for cycles and less of their focus on simply reacting. There should be a right balanced where you don't feel caught totally off-guard, but are also surprised to see them if you weren't properly prepared and expecting them.
Not positive that this is how things work, because I didn't play this demo for all that long, but it would be nice if the pink moon didn't time skip to morning and end immediately after being caught and engaging in plapping activities, especially since it wasn't until the very end of my testing that I actually got one.
One thing that I always wish horror games like fnaf had was variable jumpscares, and there's probably an optimal way to do it.
They always have less impact after a few losses, so maybe the first jumpscare is always guaranteed to be set to default, but with each progressive jumpscare, the chances of getting a different scene increase, so that by 2-4 times of losing to a character, you get a second scene. Perhaps there is another even rarer scene that only happens 1 in 30 times to really catch you off guard, and can only becomes a possibility after you have gotten all the other scenes at least once or twice. If a player loses once, they might not necessarily lose to that same mistake again, but if a player is losing multiple times, they are probably going to continue struggling, so it makes sense to have scenes get progressively more rare.
Anyways, I've thought about stuff like this alot. Just another potential reason that In-heat will objectively be the fnaf-killer of all time.
The photo ranking system still feels a bit random to me. Sometimes I'll take 2 nearly identical photos with significantly different ranks.
I think part of my general difficulty in getting high ranking photos is that I'm used to looking at photos in terms of artistic composition as compared to what I assume is more of a straightforwards scientific/ecological perspective that values clarity of subject over most else, but even aside from that I have a hard time figuring out what precisely the system is looking for.
Was able to get through all the content fine without these changes, but the turn speed increase is very much welcomed. Alternatively, if you used actual tank controls (treads and camera move independent) it would also make it easier, but most people would probably have trouble with that... (I play a lot of a simulator game that uses tank controls...)
It's not so much an issue of the game being difficult, as much as the game just requires a ton of knowledge to progress, made even trickier by the inconsistent difficulty curves and weapon balance.
I was bored at one point and wrote up a big list of how I would balance weapons (primarily just through price changes) and adjust some aspects of the store and how you buy things aimed at making the difficulty curve a bit smoother.
Not really sure what to do with this list of changes now, but I did try to make them as simple as possible just in case someone is able to add them. My understanding is that the Dev moved on from H-games, which is totally fair, but if they or someone else could make some simple number changes as a band-aid fix for the game balance before moving on completely, I think it'd go a long way.
Definitely inspiring me to make some new pixel art, I love all of it!
Huge fan of gobbo characters, so especially hyped about the rock band, and the tall slime dude is giving off Merkava vibes for some reason.
I don't think this is what you were getting at, but I kinda like the idea of just populating an environment with characters, and then deciding which ones to use as NPCs based off of what playtesters gravitate towards... They all look like they have stories to tell...
Maybe the Bar in the office wasn't resetting between runs or something, because I had a few runs where I'd barely start squeaking it and immediately die. Biggest issue with the Camera wasn't necessarily that it was slow, since as you said, you don't need to move it most of the time, but the player doesn't know where they need to check early on, so they have to check thoroughly, which is just not feasible.
Thanks for the reply though, it does help understand a few things better, even if I started to figure them out, and may help other people looking for answers.
The lockdowns hit a lot of us with depression and multiplied a lot of anxiety, and truthfully, while I like this type of content, Sexual and pornographic content does not mix well with depression. You are not alone in your struggles, and beating yourself up over it doesn't help. I've essentially just started getting my life back together since all of that happened myself.
Personally, I don't feel any need for you to repay me as someone who got the demo, if it helped support you then it was worth something, and even more-so if you move on to new projects. I think you show a lot of potential as a game dev, and I look forward to playtesting your future projects, however long that takes. I am little if not patient.