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(+5)

Seeing the discourse surrounding Arcade mode, I figured I would compile a good few ideas I've had that might make it less frustrating.

-Clean up the keyboard controls. Why do Shift and S both pull up the camera? Why do I need to reach all the way over to B just to turn around? Making S be the turnaround button and allowing us to simply turn left and right to face the reverse door would make this far more user-friendly. Heck, we can backport this new layout to the other modes too.

-In the prep screen for the non-custom nights, show a handful of ping tokens with a short description of each one. Night 1 could simply be a recap of the ones you used in the tutorial, but each night would explain a new list of them. A big reason why we never use the tokens is simply that we have no idea what they're good for--especially since most of them don't have an immediately noticeable effect. We should still be free to experiment, of course, but this would save the player a lot of headache in learning the mode. To go along with this, add a voice line at the end of the tutorial that justifies why you don't just have all the info right away, since your mental stowaway clearly knows all of them.

-Clean up Sammy 64's cue to be more speaker-friendly. The stereo aspect of her music currently only really works for headphone users, and even then it's nearly impossible to tell whether she's going to the left or reverse door, since her sprinting route to get to each one is nearly identical.

-Add warning sound cues and voice lines for a lot of timed events, before they become lethal. The Arcade girls in particular would benefit from this, since they each have a long winddown before they attack you.

-Move some of the ping tokens to not be behind the map at any camera angle. I can't tell you how many times I've accidentally wasted the bar's lure token while trying to reach another room.

-Add icons to the map rooms. A "YOU" icon in the office would help players get their bearings at the start of the mode, and icons marking temporary token effects in any given room would help to keep track of what's going on. Also, having a warning sign on any rooms that require immediate attention would do wonders for managing your time--things like pointing out the claw game for NC Nile, the moon orb's current location for NC Ari, a color-changing marker for Arcade Nile's current spot, and rough locations for corruption that needs clearing.

-Add a grace period for most threats while performing any time-consuming events. This can get shorter at higher difficulties, but it's definitely one of the sticking points for the main run's difficulty.

-Improve the more misleading descriptions for the girls. SO Nile in particular doesn't mention that you need to stare at her when you let her in, leading to a lot of confusing game overs.

-Add a way to reduce corruption before it maxes out. I feel like the simplest way to do this is if you're just "playing by the rules", fending off the girls' attacks the intended way. Corruption costs for various actions may need to be adjusted for this, but it would make it feel more like a resource to manage and less like a punishment for defending yourself.

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The only one that i found that reduce corruption is sammy in her normal form visiting you.