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(1 edit) (+2)

I 've played for a little bit and I have some of feedback so far.

First, a map in the office is a must, doesn't have to be a good map but a hand drawn map of the level would be very helpful and thematic. You wouldn't need to add every room to the map only areas that your character would be told about. So if there is a area that you would be restricted from entering you can leave that area blank.

Second, map design can be greatly improved by adding emergency lights in the hallway and adding colored paths on the wall like in the first level of half life to let you know where you are going. This way the player can work out where they need to without bringing up a map menu and getting distracted. You may want to have the player distracted in a menu for gameplay reasons, having to balance utility of situational awareness is a valid gameplay mechanic but for now labelling the paths around the map is a quick fix to help players as it only requires adding textures to the map.

I don't think adding emergency lights should be a priority but when polishing the maps in later stages emergency lights will help the player see where they are in the hall ways but still keeps the corridors dark. Plus its more realistic to have  emergency lights due to health and safety. It's a lab and having evacuation aids like signs and emergency lights distinguish a living space from a work space.

Third, you need to add a list of tasks and how to solve them in the Game Overview section on the itch page. I know you have a lot to do to make a game but while you are developing the game you can add information in the games description while you work on a in game tutorial. This lets you explain the game efficiently letting you you game dev time on things that matter. Don't make an in game tutorial until you have a much better idea of what you want in the game and when you are adding polish to the game. For years games had no tutorial relying only on paper manuals and the box it came in, for now a in game tutorial is not needed.

What do you mean, there is a task list on the top left when you are in game you can press Q to inspect it

No, I mean how do you complete tasks like "find and return the core" or "fix what is broken". I have no idea what a core is or where it goes nor do I know what to look for to see if something is broken. I know what I'm meant to do for the most part but I have no idea how.

(+1)

I found out what everything is in around an hour of playing the game, the core is a small cube which spawn somewhere on the map, you have to bring it to indigo's room. Fix what is broken task should be at the door to indigo's room, the button next to the door should be red and emmit a electrical sound, To fix that you have to find gloves and a electrical screwdriver somewhere on the map.

Thank you.

Thank you very much for your wonderful feedback.

  1. About the in-game map
    The idea of labeling the map directly and adding textures is really great—thank you!
    I’ve never played Half-Life myself, but I’ll watch some gameplay videos to use it as a reference.

  2. About the map design
    Since I want to create a more immersive experience, I’m planning to study more about lighting design.

  3. About the tutorial
    As you pointed out, I haven’t been able to focus much on creating a tutorial.
    I’ll think of a clear and simple way to convey the information so players can focus on the game itself.

Thank you so much for your specific suggestions.
Your feedback is a huge help to the development of the game and will definitely make it better.
I truly appreciate your input.