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Thanks a lot for the feedback, I’ll definitely make it simpler.

Originally, I did strongly consider having an arrow guide the player (like in an arcade brawler game). When I was making it under pressure, I had hope people would want to explore the world and figure out they are trapped in a nightmarish world that repeats itself. When they head west, south and east, the return to the exact same spot. This would leave north as the only direction that leads anywhere. As if the game is forcing the player down a path, the hero should be reluctant to go. That was pretentious perhaps. I was hoping to express the feeling of cold, hopelessness, dread and such. My intention was that the combat mechanic itself will be fun (like in Silent Hill), cause the game itself mostly conveys despair. I took the theme and experimented with it as a game mechanic and as a concept.

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You definitely achieved creating your desired atmosphere, I was only wondering if going north is the THE goal or a hidden second goal. I totally see your point. Again, nice job on your game. It's difficult to pull off what you did in just a few days.

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That is very kind. Yep, the boss is in the north, and if you can beat it, you win the game. <3

I think I need to learn, through experience, how to communicate expectations and reward players when they figure things out. I want players to know when they’re making progress toward an intended goal. :) When players discover something interesting that I didn’t plan for, I’d like that to feel fun and natural, and that can be a bit more difficult.

My favorite things in games are unexpected, fun experiences to discover, like bunny hopping in Quake. It’s fun when people end up knowing your game better than you do! To get there, you need to communicate your game world and intentions clearly, in a natural, intuitive way.

Having such a great community makes the journey even more fulfilling.