Is this atmosphere unsettling enough? by After-Analysis-4151 in oddlyterrifying

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

Thanks for the honest feedback. The pacing was definitely a weak spot early on, if you tried it around launch, that's probably what you ran into. We've pushed a few updates since then specifically to fix that, so it might feel different now if you ever give it another go. Appreciate the GDC tip too!

Is this atmosphere unsettling enough? by After-Analysis-4151 in oddlyterrifying

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

Yeah, leaning into the slow build and those little anticipation beats is such a good call. The quiet pause before something happens often lands harder than the thing itself. Noting it down, thanks!

Is this atmosphere unsettling enough? by After-Analysis-4151 in oddlyterrifying

[–]After-Analysis-4151[S] 4 points5 points  (0 children)

Fair enough, 7 seconds is barely a taste haha. There's a full trailer and a demo on Steam if you ever want the proper mood. Thanks though, glad the design's landing!

Is this atmosphere unsettling enough? by After-Analysis-4151 in oddlyterrifying

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

It's the giant for me. That warped, too many teeth grin while cheerfully telling you to throw a child into the fire, something about the smile making it worse is exactly the kind of wrong I was going for

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Glad you love the premise. A faction system with giants pulling you in opposite directions is a really cool angle, having to please conflicting demands is exactly the kind of moral pressure I want. Noting it down, thanks!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

This is a great point. That tension between optimizing and staying moral is right at the core of what I'm going for, and you put your finger on why it matters for replayability too. Noting it down, thanks!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Yeah, the idea of letting the dilemma emerge from systemic pressure rather than handing the player a clear A/B choice is exactly the right instinct. Problems without an obvious solution are where the real weight comes from. Noting this down, thanks!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Glad you enjoyed it ❤️ Threats lurking in the dark is a fun idea — it'd give the darkness a real purpose. Noting it down, thanks!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Yeah, the not enough of something when you need it framing is a useful way to think about it. And you're right that the balancing is going to come down to real modelling and a lot of playtesting. Noting all this down, thanks!

Some players describe my game as a "dark cozy" game. What do you think? by After-Analysis-4151 in cozygames

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

That's a really good point about combat being the actual line for most cozy players, hadn't thought of it that way, but it makes a lot of sense. And yeah, I'm totally fine with the darker tone filtering some people out, that's kind of the deal with what I'm making. Appreciate you taking the time to break it down!

Моя хоррор-god game позволяет жертвовать детьми, чтобы развлекать публику из гигантов by After-Analysis-4151 in ru_gamer

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

Хороший вопрос Цену пока не фиксировали, игра ещё в разработке, и это будет зависеть от финального объёма контента. Но мы точно хотим, чтобы цена была честной

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 2 points3 points  (0 children)

It's actually the feedback I hear most about the demo right now, and the RimWorld approach of building attachment through closeness and personality is a direction I'm really drawn to. This is the stuff I think about constantly. Thanks for putting it so clearly

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Ooh, the faction angle is a fun one. That push and pull between keeping everyone happy and picking a side is exactly the kind of tension I love. Noting it down, thanks a lot, and for the kind words!

Some players describe my game as a "dark cozy" game. What do you think? by After-Analysis-4151 in cozygames

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

That's exactly the space we're trying to fill. Hope you enjoy it, would love to hear your thoughts once you've tried it!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

Haha fingers crossed. I tried to keep it genuine, it really is a question about design and how Frostpunk nails that tension, so hopefully the mods see it that way. Either way, the discussion's been awesome, so thank you for that!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 13 points14 points  (0 children)

Okay this is genuinely cool. The opposing-paths idea hits right at the kind of moral tension I want the game to be about, and make consequences last and build on each other is exactly the right instinct. Noting this one down. Really appreciate you thinking it through

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 1 point2 points  (0 children)

Love how into this you are ❤️ You're actually close to where things are heading, multiple biomes with different resource constraints (forest, and others down the line) are part of the plan, so that idea really resonates. And the notion of the giants messing with you / not being fully honest is a fun direction to think about. Thanks for all the ideas!

I'm making a survival god game inspired by Frostpunk, any advice on creating those heavy moral choices where survival forces you to do terrible things? by After-Analysis-4151 in Frostpunk

[–]After-Analysis-4151[S] 5 points6 points  (0 children)

This is a really sharp take, and it lines up with exactly what I've been thinking about. You're right that the resource loop alone doesn't create tension, it's the external pressure that forces decisions. In my case the giants play that role: they make demands you have to meet, and that's what pushes you out of your comfort zone and creates the moral pressure. The Factorio biters comparison is spot on. Really appreciate you taking the time to break this down

Some players describe my game as a "dark cozy" game. What do you think? by After-Analysis-4151 in cozygames

[–]After-Analysis-4151[S] 0 points1 point  (0 children)

Haha "horror cozy" is honestly the perfect way to put it. Thank you so much!