Thanks so much for the detailed feedback! I’m glad you liked the story. Like you say it’s a bit vague in some details, partially for the mistery and partially because we didn’t have time to introduce much more lore hehe. I’ve personally always liked the way some games build their world organically through in-game books, songs, gossip, etc. Some examples are Fallout, the Elder Scrolls, or BioShock. This small game is far from those massive games, but I’m hoping we went a bit in that direction.
Yeah unfortunately the enemy could’ve used some rebalancing, as you and other players have confirmed. I think with different speed settings, making it easier to discover, or even giving you a couple of seconds head start to start running away would’ve made a significant difference. The pathfinding could’ve used some improvements as well, and the obstacles in the maps themselves probably needed more testing to make sure the monster would not get caught or stay in a weird position where you are basically doomed to sacrifice your character. There is actually a way to distract the enemy but it’s not explained clearly so I assume most players don’t discover that (or they do so by accident). If you run close enough to the monster, unless you’re in its line of sight, it will “hear” you and to to investigate that position. I think there’s a sound cue when that happens. You can use that to lure it into a specific spot or area. But it’s never explained and now I wish I would’ve added that at least to one of the terminals for the player to figure out lol.
Oh that’s interesting that you depleted your oxygen and nothing happened. That’s a bug I had not encountered before. We did try to add a system to respawn in case you’d get stuck (which we did saw happen in play testing but apparently we didn’t find all the spots hehe) but we ran out of time so we had to ship the game without that.
That’s great that the atmosphere worked, that was important to make the experience fun.
Thanks again for leaving a comment and for playing our game!