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Anemoiapolis: Chapter 1

Explore old malls, empty water parks, and existential dread 路 By Andrew Quist

Interesting Game Suggestions?

A topic by Ethereal357 created Feb 06, 2022 Views: 228 Replies: 2
Viewing posts 1 to 2

Ok, so to begin, I know the game is already well into development by now and no suggestions will probably be considered at this point, but I thought it would be fun to just talk about what could have been implemented in the game, just for fun 馃檪. I just felt like expressing these thoughts, so no need to take them too seriously 馃憣馃徎. Anyway, first is music. Now hear me out, why would a liminal space need good music? Doesn't the game already have insanely good atmospheric tracks that serve the games purpose well enough? Well sure, but I wanted to share a track for people that love liminal spaces and vaporwave 馃檪. I think it would have been absolutely awesome to have the track Dream Sequins庐 by Nmesh playing quietly, echoing in the background of some areas. It's really cool music for anyone that likes liminal spaces and vaporwave, so check it out 馃槈.

Next would be physics and interactions. I think it would have been really cool if maybe when you are around water flowing over you, maybe there could be an animation of water droplets that would temporarily be over the screen 馃? It would also be cool if a few more objects were interactive the way chairs/floats are. It'd be cool to push around lawn chairs or interact with slides, etc.  Anyway, I know this is a small project and things like this require large teams, but again, this was just for fun. 

Any thoughts or suggestions anyone?

I'm not sure if this counts as a suggestion or not, but I didn't know where else to post like this. To preface this, I just wanted to say that I REALLY liked this and the first demo. They were both stellar, and captured the feeling I was looking for in a game like this perfectly. My only suggestion, which is more so a complaint than anything, is the overuse of the shadowy figure. It felt it was the same trick over and over; nearly any time I turned a corner in this game--there he was, and then he would disappear. Now, I understand what this is trying to be (the idea of catching something out of the corner of your eye), which I am all for, personally. But the dread and suspense wears off quickly when used so much in such a short amount of time. I don't know if it's just me, but I would've had this type of event happen maybe once or twice during the demo, that way players become more fearful of his next appearance.

Yea, the shadowy figure is definitely too persistent, and in the end it's not really that freightning. It should be much less common, and when it does happen it should be more... idk, impactful 馃? It'd be cool for it to look at you around corners in the distance briefly, and for it to be more visually or psychologically unnerving? Or even have the option to disable it all together as you said. It could have a lot of potential to be truly interesting rather than a cheap scare, so hopefully the final version will improve upon this 馃檪

Deleted 2 years ago