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Yeah, navigability and objective clarity are definitely some of the bigger issues I discovered too late into the process of making the game. My original plans for a sprawling map with trap mechanics and navigation tools was way out of scope, even for a 14-day jam.  I ended up cutting a lot of features in the final submission, but I also came to realize that the game was lacking in even explaining what the player is supposed to do. I'm planning on brushing up on these weaknesses in the near future (and furnish the place with a little more than chairs and tables...)

Thanks for the feedback!

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I feel you can even add more guidance now during game jam. Having something like "hint hint - keyhole have a color that matches the key" and possibly even a rough sketch of the map in the game description could help anyone that feels totally lost. The dialog mentioned some sections of the map and I personally couldn't tell the difference between each LOL