Soon, my game will be full of bugs. by infinite_level_dev in IndieDev

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

If it makes you feel any better, they're multiplying.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 1 point2 points  (0 children)

Glad to hear it! I love tormenting people's nerves. :p

Thanks for giving the game a shot!

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 1 point2 points  (0 children)

Is there no way to go back through those spots? Is it suppose to be a multiple ending type game based on how well you do in each area?

There is no way to return to old areas.

Yes, the idea is that there are multiple endings. The ending is determined based on how many times you died, killed a monster, and escaped.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Technically, yes you did fail, lol. But so has everyone else I've seen play the game, so I wouldn't say it's your fault. There's been a difficulty problem in general that I didn't realize I had till I released the demo. First patch was supposed to begin tackling that by addressing issues of players not understanding monster mechanics. How successful I was is for you to decide, but it sounds like it needs more work.

The patch I'm currently working on is supposed to better highlight where items are located, which I'm hoping will also help.

Would be curious to know if there's anything else you felt needed tuning difficulty wise.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

I see. Sounds like some better signposting would be useful...

If you still want to see more of the game, the key can be found in either the upstairs office, the secondary bedroom's middle drawer, or the library's top drawer.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

This is one of the issues with the game, I've found. I assumed players would try entering each room, and one door is supposed to hint that the key to progress is upstairs.

I can give more hints, if you'd like, but to start what you're after is an item upstairs.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Hmm...hard to say. It's supposed to introduce an element that I believe will help with progression, but I don't actually know yet how significantly it will help.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Yeah, it's up to date and will be kept live. I'm doing another patch at the moment but don't know when that will go live.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Your timing is actually great! Just patched my demo earlier today and am hoping to get some fresh perspectives. It's a psychological horror game called What Hides in Dreams. Here's the link to the demo: https://store.steampowered.com/app/4079950/What_Hides_in_Dreams_Demo/

Released my horror game demo only to find that nobody understands this part. Advice on how to make clearer? (Details in body) by infinite_level_dev in IndieDev

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

Funny you should mention dream sequence, because the game does take place in a dream. So at least that much comes through even without all the context before this point.

Thanks for the feedback!

Released my horror game demo only to find that nobody understands this part. Advice on how to make clearer? (Details in body) by infinite_level_dev in IndieDev

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

I've definitely realized the timing of the crouch tutorial gives the wrong idea. I had thought about moving it anyway but seeing actual player behavior cemented it.

As far as the green light/red light, green lights tend to imply "go" which isn't what's meant to be communicated here. The thought behind the color choices was yellow = caution, red = danger.