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(3 edits)

If confusion always goes NOT toward your keypress, then the meta is to not input the right direction for some confusion percentage. Adds a fun layer for me to consider in a long slog. But it should be more clear about when the player is and is not confused by not showing question marks when it obeys. Maybe show a checkmark and sound effect when it obeys for that contrasting hit of dopamine.

Thanks for responding! I agree, it needs clearer feedback when the roll is successful. As for the randomness - at 25% chance of success, there’s a 25% chance for the hero to move the direction the player chose. If they miss, it’s split-even chance which of the other 3 directions gets chosen. At worst, the game is a random walk with even chances to go in any direction, but with a single upgrade it bumps the odds so that choosing the correct direction is always the best choice. At 30% chance of success, it’s 23.3% chance to go in any of the non-selected directions. I have ideas for ways to change that in future updates so that sometimes the wrong direction is the best choice.

I see now what you are saying about ‘chance of success’. I’m showing it as a potentially more digestible version of confusion, but it could be interpreted as ‘chance to hit all 10 and win’ - exploring how it feels to see that minuscule number would be interesting