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Yeah of course, for me I mostly just didn't have any idea how the enemies worked at all until they first did it, there wasn't any instructions on their behaviour (unless I missed something which is entirely possible). For example, the fact they only attack whilst facing you is not something I knew until  I accidentally ended up next to an enemy and expected to die but didn't, I also figured since they kill the player they would kill each other so I set that up and they just pushed each other.  This could be intentional where you want players to work that out, but for me personally the challenge was the puzzle and not having any info going in on how the enemies behaved took away slightly from the actual puzzle. It was an incredible game, and super creative mechanics, that was just one small thing that could have enhanced it for me.

Thank you so much for pointing this out.
In my past games, whenever I introduced a new mechanic, I added a short dialogue at the beginning of the level to hint at it. But with this game, I really wanted the player to relate to Alice in the sense that you do not know anything about the strange place you are in. You learn through trial and error, live her confusion, and survive by analyzing the chaos.

I see now that I may have overdone that in some parts, which led to losing some gameplay clarity. Thank you so much for your feedback, it was really informative.