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Wish I could pin comments lol. I mean, it's an actual cohesive review, I really appreciate it!

So yeah! Many of the bugs that can be used to your advantage are indeed totally unplanned, and in many cases discovered by other people than me. Naturally, I've chosen to leave them in, as they double as hidden cool mechanics and speedrun strats! 

Mystery, exploration and getting lost are indeed important themes for me, so I'm quite cautious about adding any hand-holdy tutorials in the beginning, as it might change the tone - as you speculated. THEN AGAIN, I'd like to make this game accessible to as large audience as possible, so I should address it somehow.

Answer for the accessibility problem could be something I've long yearned to make: a game manual! That's the next thing I'm gonna do for EMUUROM: A Retrobiologist's Field Guide, a short journal that explains the UIs, basic mechanics, behaviour of some EMUUROM and tells the backstory of the protagonist. And if you want to go in blind, it would still be possible; you could just read the guide afterwards! 

Btw, I finally embraced the puzzle aspect of the game and added it as a tag. 

Thanks for the feedback, this is valuable data that makes EMUUROM better still (and maybe more importantly, fills me with determination)!