I liked this approach to a rougelite! It's a good concept of going into the 'dungeon' not to kill a boss and reach the final room but reach the final room and make your way back while avoiding enemies. I think there's something there to build off!
I agree with some of the other comments that an easier way of determining the doors' lock state would make things easier. I can see how doing so would make the 'solving the maze' aspect of the game easier but given that there are four doors in every room it's actually quite difficult to feel like you're solving anything while playing due to the lack of feedback in terms of progress. A minimap slowly being filled or a visual hint of the fact that you had changed rooms would contribute to this.
Another things is that the player's walking speed was a bit painful at the start, to the point that finding the pill that increased your speed didn't make the game better so to speak, but made it playable.
Last details were that I know the difference in function between nurse and cop means that interaction with them needs to be different, but the way the player automatically kills a cop when they touch one and not a nurse feels unfair. It makes sense that you shouldn't be able to kill the nurses from a gameplay standpoint, and that encountering a cop putting you in danger ovverides your instinct not to kill, but when the aim is to "not kill anyone" and you don't have the option when encountering a different entity it makes it feel like the narrative applied to the game didn't mesh with the game itself. In a nutshell, this didn't feel like a game about not killing anybody because it played as though you were just trying not to get caught by the
If there was a mechanic in place that made talking to the nurses harder because it risked your instincts taking over it would have felt much more cohesive as a theme.
Overall though the art style matched and the concept was solid, just a few tweaks to increase player engagement and thematic cohesion would make it even better!
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