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(+1)

First of all, thanks for the feedback!

Shadow Comprehension rewards increase the farther you move from the starting point. You can sit near the beginning and farm the +4, but you’ll be missing out on the most important resource which is "map knowledge"

That’s why the game is so difficult to balance. It isn’t exactly quantifiable. Even if you started with 999,999 Strength, you could still starve to death or lose a fight that nullifies Strength if you don’t know the map.

I know that, given the opportunity, players will optimize the fun out of a game, so adding a large end-of-run multiplier based on total Shadow Comprehension gained might incentivize deeper exploration?

I also agree that the game is currently unintuitive for new players. I’m planning to rework the newspaper feature to provide more diegetic in-game tips. Maybe as a rumor system where players can select a topic like “Stale Soda” and see what other students are saying about it. That said, I’ll have to ruminate on the approach since I’ve wasted time on the newspaper, and it isn’t accomplishing what I hoped it would.

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I mentioned this in my other new comment (now that I played the game more), but the main problem with Shadow Comprehension is actually that I had missed the actions that led to giving more of it, leading to me assuming that they weren't present in the game at all. I still haven't found more than 32 total in the entire game, and by now I believe I actually *have* seen most of the game... and all of those except the exam one are like a minute from the start position.

If the game gives me a reason to believe that map knowledge is actually worthwhile (for the primary goal I'm aiming for which is "getting shadow comprehension"), then I become way more incentivized to look for it. But when literally every action I do doesn't lead to getting any more, I have no reason to keep looking.

It probably doesn't fully help that mapping things out in my head is hard and I can't actually remember which actions I haven't checked for any actions behind them yet. If I knew which actions I had to check it'd be a lot easier to devote a run to just checking that action... though of course this only helps in the event of most unchecked actions having something behind them. The reason why I stopped checking a lot of them was that most of the options I was checking early on were leading to long action chains, and trace amount of stats don't really matter and they just never were leading to anything better. Making the game explicitly communicate which actions you haven't checked for followups is also a strong motivator that that is something that the player should be using as a progress metric.

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Kill the goblin if you can. It gives 12 and is basically free (you may need a few starting stats already to get there quickly though?). Janitor's closet is 4 and isn't too far compared to student. Although I don't really know why you need to deface a statue to get to the bottom of the map.

Ah. I thought I checked that one already, but I guess I did spare the other time too. This is why I think it'd be useful to have something that tracks which actions you've completed before.

Other players have asked for something like this as well, but the way the system is currently set up makes it somewhat difficult to implement.