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(+1)

Thanks for the feedback!

Doing some play tests myself I do realize that the auto-text slows down the flow a lot - I've changed that in the unreleased patch to allow you to hit skip to bypass the auto-text or move on to the next line. Because the general theme is progressing through iterations - after each death or time expiry you go into the next 'cycle' with more knowledge than before. So my hope is that the skippable dialogue will better enable that iterative experience since you can speed through things you've seen before. 

 You feedback around the time limit not being obvious is valid, I'll definitely have a ponder on how I can make it more obvious in the initial dialog or something.

(+1)

If you want to make it more obvious that time is passing, and you prefer something more diegetic than a timer in the corner of your screen, what about having a sound effect go off every minute to signal time passing? Alternatively, perhaps interactable clocks could work, or perhaps other 'props' that change depending on the time that has passed. (Candles going out, for example)