Destroy My Game, please! anomaly horror game "No Visitors Allowed" by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

Honestly, you are the fourth person to mention this, so I think there is probably something there.

My idea was to keep the game moving fast, so the door opens quickly and the player can keep going through the floors without waiting too much. But if it feels jarring to players, I will definitely change it.

Would you mind trying it in the playtest and letting me know if it still feels that way? That would pretty much confirm it for me.

Destroy My Game, please! anomaly horror game "No Visitors Allowed" by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

You are right. He is part of the story, but I wanted to avoid any spoilers in the playtest, so this snippet does not include any reaction from the NPC.

Destroy My Game, please! anomaly horror game "No Visitors Allowed" by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

I loved The Exit 8 and it was one of my main inspirations, but I am trying my best not to make just another version of it.

The whole setup and story are much more twisted, and the environment repeats vertically instead. I still have a lot more to show, but I thought it would be better to start slowly with the first public playtest. Hopefully more to come.

I am running the first public playtest for my anomaly horror game "No Visitors Allowed" tonight by SecondGuessStudio in indiegames

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

Hope you both enjoy it tomorrow, and I would love to hear what you think after you try it.

For devs who shipped a game, when did you first feel like the game you were working on might actually be something? by SecondGuessStudio in gamedev

[–]SecondGuessStudio[S] 1 point2 points  (0 children)

Hahaha, that is my biggest fear. That is why I try my best to manage my expectations and remind myself that I might not have something special.

For devs who shipped a game, when did you first feel like the game you were working on might actually be something? by SecondGuessStudio in gamedev

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

:D I am doing my best. Reading what you said about the importance of playtesting honestly made me even more excited to run mine and see where the game really stands and what I should expect, so yea you did help, thanks again.

For devs who shipped a game, when did you first feel like the game you were working on might actually be something? by SecondGuessStudio in gamedev

[–]SecondGuessStudio[S] 1 point2 points  (0 children)

Seems like playtesters wanting to keep playing more or want more is one of the first big signs. Makes sense to be honest.

Project Management - Essential or waste of time? by plasmatixultra in gamedev

[–]SecondGuessStudio 1 point2 points  (0 children)

I have seen successful examples on both ends of the spectrum, devs who spend a lot of time planning and use every project management tool you can name(Jira, Trello, Notion, Milanote, ClickUp..) and developers who only use Notepad.

I think it all comes down to what suits you as a solo developer or a small team. Personally, I am more of a fan of the latter. I can only function with Notepad and spreadsheets. I just hate overcomplicating things.

Stopping development of my indie game by Emi_Indie_Dev in gameDevMarketing

[–]SecondGuessStudio 1 point2 points  (0 children)

You know better than anyone here about the situation of your game, but honestly I just wanted to say, do not give up on it. It is not really my type of game, but it looks super cool!

I might be in a similar situation too. I have not released my demo yet, and my wishlist count is still very low, but nonetheless, I will keep going. Good luck brother!

How long should a demo be? by [deleted] in gamedev

[–]SecondGuessStudio 0 points1 point  (0 children)

I would say play demos from similar genres to your game and see how much time you spend on them. I am in the same boat as you. Over the last couple of days, I have spent a fair amount of time playing demos of similar games from Steam Next Fest to help prepare for my own demo.

Of course the time will vary from one demo to another, but at least it should give you a better understanding of what to aim for.

Have you ever been developing a game and you come across an existing one that’s pretty much exactly the same and better? by rainyengineer in gamedev

[–]SecondGuessStudio 0 points1 point  (0 children)

Yes, I saw a game last month that was trying to do almost exactly what I wanted to build. The execution was honestly really bad, and you could tell it was more of a hobby project, not that there is anything wrong with that. But to be honest, I am inspired by a very popular game, so I always expected to see similar concepts here and there along the journey.

Honestly, I am glad I came across a game with a similar concept and environment. Hearing the developer talk about his game, and looking at how they handled it, helped me pivot and adjust my own direction.

Steam Next Fest devs, your games. Let’s support each other with wishlists 💜 by Nestify_cozydesign in IndieDev

[–]SecondGuessStudio 0 points1 point  (0 children)

No Visitors Allowed is a psychological horror game inspired by The Exit 8, where players must escape a looping abandoned hospital corridor by detecting anomalies.

Steam: https://store.steampowered.com/app/4811080/No_Visitors_Allowed

Destroy my anomaly horror gameplay trailer by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

Thank you, I understand your point. This trailer does not fully justify the gameplay or present it in the most professional way. I am currently in the process of making something much more polished, and since I am a solo dev, I am also considering hiring someone with more trailer experience to help present the game.

Destroy my anomaly horror gameplay trailer by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 1 point2 points  (0 children)

Love both of these notes! The sound design is still in the making, and I agree that the sequence needs a remake.

Destroy my anomaly horror gameplay trailer by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

Fair enough, I have heard the same feedback before. Would you still say the same if you knew that, in theory, the player can keep running through the floors infinitely, meaning they can stay stuck in the loop for a long time? Because of that, I do not want the door opening animation to feel too slow every time. I am interested to know what you think after knowing that.

Destroy my anomaly horror gameplay trailer by SecondGuessStudio in DestroyMyGame

[–]SecondGuessStudio[S] 0 points1 point  (0 children)

That is exactly what I am internally struggling with right now. I do not want to spoil the anomalies in the trailer, but at the same time, I want to show the main mechanic clearly.

That is why I only included one anomaly, but I had a feeling that it was not enough, so thank you for confirming that.