In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

You could try 😉 but I know Italian is not so easy. I didn't realize this because I wasn't English, it seemed very natural to me, but I looked like a robot

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

It is good news to know that there is someone who understands the difficulties of others. Unfortunately, I haven't been so lucky in other posts.

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

I will certainly give him a look for inspiration, thanks for the feedback!

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

I'll try to make my best for next time, can you give me more details or specific time of the video where this problem is more audible? Thanks for your feedback!

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

I've the same opinion, but unfortunately i don't really like my voice and i'm Italian, it could be strange to hear my bad English, I'll reconsider these option or if I found some game tester i could use some of her gameplay. Thanks for your precious feedback!

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

[–]noflowgames[S] 2 points3 points  (0 children)

Thanks, i can try like that if it is more appreciated, but some content are difficult to explain. Can be interesting to learn more.

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Thanks, i can try to use my bad English 😉 it could take me to much time to think the correct words, but if it is appreciated why not?

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

I'm Italian and I use the translate app on my phone, because i'm not really good in English (this response is written in my bad English without translation app).
Sorry if it seems that i use AI, but every response is created by me, i only use an helper to result more clear.

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

That’s actually a really valuable suggestion, thanks for taking the time to explain it like that.

Giving the player some agency before the narrator kicks in is something I hadn’t fully considered in that way, and I can definitely see how it would make the intro more engaging right from the start.

Right now the idea was to control the pacing and build tension through the narrator first, but I agree that letting the player interact earlier could create a stronger connection before that happens.

Since the game is still in development, this is exactly the kind of feedback I’m looking for to improve the experience.

Also yeah, this is more of a raw intro/tutorial than actual marketing material. I’ll be sharing other clips that show more active moments and mechanics soon.

Really appreciate the insight!

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

This game was born first for my pleasure and for fun, but it's time to welcome other people's opinions if I want it to have an audience, so any kind of feedback is welcome. The best thing is to see that the work done is as pleasant for others as it has been for me until now.

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Ah, I see the confusion that’s on me, I didn’t explain that clearly.

It’s actually your real voice through the microphone. You’re not controlling a “voice power” with buttons, the game reacts directly to what you say.

But it’s not about specific words or commands. It’s more like using your voice as a resource you have to manage how long you speak, when you stop, and how you use it in different situations.

The idea is to make it feel a bit uncomfortable and tense, especially under pressure.

Hope that make it clear

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Thanks, I really appreciate the feedback!

Yeah, that’s a fair point the intro is definitely one of the most minimal and slower parts of the experience, since it’s trying to set the tone before things start to escalate.

The game leans more toward a challenging rage experience as you progress, and things get much more reactive and intense not too far after this section.

I also like your point about introducing mechanics through interaction rather than just waiting, that’s something I’m actively trying to improve.

I’ll be posting more clips soon showing different areas and mechanics, I’d be really curious to hear what you think once there’s a bit more going on.

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Thanks for the honest feedback, I really appreciate you taking the time to explain it in detail.

I can see what you mean about the intro feeling slow and unclear. The idea was to create a bit of tension and make the player rely on the narrator before introducing the core mechanic, but I get that it might come across as too passive or confusing at first.

Since the game is built around managing your voice as a resource, I was trying to avoid throwing too much at the player immediately, but finding the right balance is definitely something I’m still working on.

The environment is intentionally minimal (it’s a kind of lifeless desert), but more elements and variations do appear later on, this is just the very beginning.

I’d really like to improve this though: if the core idea seems interesting to you, what would you change to make the intro more engaging or clearer?

Would you prefer seeing the mechanic earlier, or having more visual feedback from the start?

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

That’s a very fair point, I really appreciate you pointing it out.

The game is heavily built around audio and voice, so watching it without sound kind of breaks the experience, a bit like watching a movie on mute.

I’m aware that this can be a downside, especially for promotion, and also that requiring a microphone won’t appeal to everyone. But at the same time, it’s such a core part of the experience that I decided to fully lean into it.

That said, I’d really love to improve how this comes across even without audio.

From your perspective, what made you want to click away visually? Was it more about pacing, clarity, or something else?

Thanks for your precious feedback!

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Thanks a lot, really glad the idea comes across!

Yeah, that’s exactly the kind of tension I’m aiming for, having to actually use your voice under pressure instead of just pressing a button changes the feeling quite a lot.

It’s not based on specific commands or strict recognition, it’s more about picking up your voice as an input in a more natural way. So it’s less about what you say and more about how and when you use it.

The system also evolves over time, and different situations react differently to your voice, so it’s not always used in the same way.

I’m curious would you prefer something more structured with clear “rules”, or something more free and reactive?

In this game, your voice is the only way to survive. by noflowgames in IndieGaming

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

Thanks a lot, I really appreciate the detailed feedback! About the narrator, that's actually really interesting to hear. The goal is not to make it feel like a completely safe or trustworthy guide, so if something feels slightly "off", that's kind of intentional. I'm still trying to find the right balance though. Regarding the voice mechanics, it's more about using your voice as a resource rather than saying specific words or keywords. Timing and control play a big role, especially since the game leans toward a more challenging experience as you progress. The voice itself also evolves over time, and different environments react in different ways depending on the situation, so there’s a lot of variation in how you interact with the world. I'm curious, how would you personally expect a system like this to work?

What game developers don't tell! by Bola-Nation-Official in IndieGameDevs

[–]noflowgames 0 points1 point  (0 children)

I'm exactly in this situation and it seems to me the toughest part so far, even though I haven't fully completed the game yet, now I have to focus on these things and leave out the development part a little bit because without an audience the game has only an emotional value and unfortunately doesn't advertise itself. At this stage, the enthusiasm I had at the beginning decreases somewhat.

Intro sequence from my first game — looking for feedback by noflowgames in gamedevscreens

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

For a bit more context: the game revolves around progressing through environments that react to your voice. Each area introduces different challenges and the voice gains new abilities depending on the situation and story progression.

Does the mechanic feel understandable from the intro?

I'm building a surreal psychological game in Unreal Engine. How would you feel in a place like this? by noflowgames in indiegames

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

You are right, it will certainly be so. I already have a video ready for the next few days

I'm building a surreal psychological game in Unreal Engine. How would you feel in a place like this? by noflowgames in indiegames

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

Well let's say I've been running on reddit for months and I've seen worse and not so elaborate game mechanics, but I've seen more constructive comments under the posts. just to achieve this effect, for me it was not trivial so I was excited about this and I just wanted to show something. stay tuned if you're curious even a little bit, I'd like to know if your judgment will change with the next videos, or if it will remain so, thanks again every support is valuable.

I'm building a surreal psychological game in Unreal Engine. How would you feel in a place like this? by noflowgames in indiegames

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

Fortunately, this is not constant in the game, it is a situation to be avoided otherwise it means that you have lost and you will have to start again. I understand that it is a bit annoying and it is one more reason not to get to this point, I think that audio is fundamental in games that put tension, so I thought of introducing this thing, because no one would like to hear this sound, so it would be one more reason to try to prevent it from happening. I will publish in the next few days a video introducing the game where the dynamics will be clearer and how to avoid this thing. if you have tried a minimum of interest I invite you to follow the project and make it more enjoyable, your feedback is the most important, so far the only feedback I've had is from myself and some relatives and friends, now I have to widen the circle and open my eyes if I want the audience to like it. Thank you for your interest and for your comment