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(+1)

we have some issues with the gameplay:

Frenni seems to have a speed about the same as the player's, and the player has very little stamina, the map layout has many dead ends. this all makes running away from her really hard. 

our suggestion is to make stamina last longer, or remove it entirely, given she already runs as fast as you do. making the layout more "loopable" would be very difficult, so not much we can say here. 

if you can't run - you hide. there aren't many hiding spots in the game, we think we found only three, and one of them is destructible. speaking of which, destroying objects on the map seems to be a completely useless mechanic: for example, you can break boxes with your axe, but you only HAVE to do it once throughout the entire game (so far) for the quest.

the obvious suggestion is - add more hiding spots, especially in the dead ends. there are already lockers, desks, and other objects on the map that could easily be repurposed into hiding spots. as for the destructible objects, the obvious solution is to add consumables you can retrieve upon breaking them (we have a feeling you already have that planned, but we'll just say it anyway).  

when Frenni catches you, it makes you lose all of your items, leaving them at the spot she caught you at (allegedly), which is an acceptable punishment for being caught.

you also lose power upon getting caught, and we think that's not a very good mechanic. given that Frenni is very hard to avoid, one would probably end up getting caught by her a lot, and that kind of renders the power worthless: having the power on only lets you hide from her in the office with extra steps. you can already hide in the office under the table, so the doors are basically useless. having the power on lets you use the cameras, which we PERSONALLY found also useless. having the power on also lets you take and complete requests from Frenni, which, is the one very useful advantage of having the power on.

our suggestion for that issue is to remove the power loss upon getting caught, and perhaps make the natural power drain faster to balance it out. we have a feeling you have a plan to make the cameras useful, so we aren't gonna say anything about them yet, besides, we have a feeling us finding the cameras useless is just a question of personal gameplay style - perhaps other players find them useful.

the inventory system is a bit clunky. we are not a fan of the "drag the item to the objective" mechanic. 

our suggestion to fix the inventory mechanic is to literally make it like the famous game "hello neighbour 2". in that game, you press a button to open your "bag", which is basically the inventory window from your game. when the bag is open, you can click on the item you want to "put in your hand". you can also scroll through items using the mouse wheel or the number buttons, which, again, your game already seems to have, but only for "tool items". this would make using the items way easier (no one will accidentally drop the items after dragging them to the wrong spot or anything).

all and all, we forgive you for making this game. it seems pretty promising. we actually somewhat liked the porn scenes (rare), and the gameplay has genuine potential to be fun. good luck in development!

(+1)

Hi afd26, We are glad to hear you liked the spicy scenes despite the gameplay shortcomings you encounter.

We have plans to make the map more loop-able once we get to add the vents system. We intended the destructible obstacles as way facilitate navigation and may be even open new routes. But as you guessed we plan to add consumables in the boxes eventually. We just need to come up with interesting item as the only consumables we had now are the batteries, the energy drinks and the fuel (which don’t make scene to put in a box).

Probably more hiding spots are needed as for now there are only six. Speaking of which, as you mentioned, being able to hide under the desk of the office lessens the importance of the doors, which we intended as the ultimate barrier against the animatronics. We will need to do some more re-balancing there.

The cameras are a bit underused for now, indeed, as there is only Frenni wandering the map and she is relatively easy to keep tabs on, however, as more animatronics began to join, their purpose will become more evident.

Thanks again for the feedback.

(+1)

Personally her speed isnt an issue until she's already close an spotted you, other than that I've managed to out run her a great many times. You can even manipulate her ai by standing in the wallpaper control doorway, let her spot you an interact with the wallpaper to stop chase. (Useful for making her change directions to where you want her to go) 

The map indeed loaded with dead ends makes every distance away from the security room feel like a trap. Utilizing the cameras to track frenni position then venture in the opposite area to do a task was the counter to this. 

The power loss makes sense in that it showcases some time have been lost when you were unconscious but of course not too much of a power loss 🙏. Removing that mechanic might be a bit much maybe for an easier setting perhaps. 

1st time using such an inventory system was honestly quite fun an interactive, tho I did encounter these bugs multiple times, when filling the battery of flashlight if you miss, the battery just stays there on the side not becoming interactable, same with some items, attempting to drop them they just lingered on my screen not being dropped sometimes even stacking on already existing items. 

Most of what afd26 was mentioning may be good ideas to consider but the problems they have faced may have been due to a lack of experience/creativity in overcoming the challenges. As they have mentioned in escaping her an camera being useless 

Her speed you can A) track her an go the opposite way, B) complete a task that distracts her removing her for a while or even C) putting yourself in a position to where you can outrun her (once she's not a feet Infront of you it's manageable to escape) hope this helps both parties