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not like this

A topic by turboyabo created Aug 16, 2024 Views: 1,807 Replies: 3
Viewing posts 1 to 3
(+4)

dont make the game like this since you're relying heavily on dialog to tell you where X character its lot more frustrating.

since cant see the lay out of the house your just guessing .

objective is not really helpful  its skipping a step that you need to look out for

(+6)

I agree with turboyabo - the house feels gigantic compared to the amount there is to do.  So much of my playthrough was me going to a specific place, then pressing a button to discover that apparently nothing was happening in this place.   I'd encourage you to slim down the scope quite a bit to ensure that everywhere I look, there's sexy opportunities...better 3 rooms filled with sexy fun than a realistically scaled house where I'm not sure where I ought to go to encounter the next scene.

(+2)

you are exactly right about scale. i've played other games that try to do this same thing, a house with 20 rooms in it, and the developer ends up putting themselves into a difficult spot trying to include every room but stretching content very thin when they don't need to. a few basic rooms where most or all of the content will occur is better than every hallway, closet, crawlspace, doorway, and antechamber where nothing ever occurs or things could have just occurred somewhere else anyways. clicking a button to determine if a room is empty is far less immersive than entering a room and seeing it is occupied with a character and clicking on them directly to interact, even if there is no available interactions at that moment beyond "I really need to finish these calibrations, can we talk later?"

Bro is so right because most people (me included) just skip all the text and go to the scenes so either make the map smaller, the objectives easier/more obvious or have the objective board have the steps of what you need to do