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(+1)

Hey mate 

Thank you so much for the detailed post and the recording, this helps a lot.

I have a lot of things in my list and finally some time to fix a few things or try them differently.

For the maps: which one was "fun"/rewarding?

Maybe i can use that as an example to add more similar ones. Right now all are meant to have a tactical way of finishing them (there are usually combinations if environmental features and specific enemy placements that allow for a step by step approach. But maybe that's not clear enough.

The mg bug with he companion is really odd, j must have introduced this while fixing something else, as it worked before.


I will let you know once a new version is up and would love to get your input for that again and hopeful made the experience more fun.

(1 edit) (+1)

I think the first handful of levels were very fun. I had a lot of opportunity to make my own decisions and find a playstyle that worked for me. The later levels started to feel like I was forced to play a certain way (again, I may just not have the skillset to see my options). 

Here are a few videos that reshaped my thinking on level design. Maybe there's something in there that you find useful too. 

Tips for open level design:

Your levels are essentially puzzles for the player to solve:

(+1)

Awesome

I went and fixed the major bugs, so with the companion now being able to use all weapons properly, the levels should be easier.

I will study the gdc talk you sent and rework some levels and add many more.

Thanks so much again!