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(+1)

Hi Whoopsie thank you for playing my demo! The doors leading into locations that they didn't previously was a design choice for the non-Euclidean design of the facility. I made sure all doors lead into the intended locations at all times for this demo.

I do agree that I have overdone this part of the game, and will tone it down in future versions. I may add a visual indicator to help the player understand that a door they just used doesn't lead into the same location, but as you said I want it to be more mysterious and unsettling to experience.

You also might be talking about the hallway connections in the lobby, which do not transition between maps smoothly. In future versions, I plan to either make it seamless somehow between maps or just take out the instant transition entirely.

For knowing which room you are in (such as a display the map name),  I've been thinking of ways to approach this issue, such as having maps for different areas of the facility and have them be marked (like in the original Silent Hill), or using more area specific designs to help the player understand what part of the facility they are in (Like in Super Metroid or Hollow Knight where areas have distinct designs, colorations, or ambience).

Thank you for your feedback on this demo!