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(6 edits) (+1)

I think the biggest issue right now is the map-based navigation. As it is the game constantly pulls you out of being immersed because the puzzle is deciding the order of rooms you are going to take and to do that you have to stare at a map screen that is completely divorced from the rest of the game. 

Remove the map based navigation and make it so that after finishing a room you choose which direction to go and make pulling up the map a toggle. This should also be a diegetic thing with the map being something your character actually pulls up and not it's own separate screen

I would also keep the rooms unknown until you've actually explored them and once you have, add tooltips to them detailing the interactions you've discovered in them to make the actual puzzle solving part less tedious. 


Ideally, you'd make the game use straight up blobber-style movement, and remove the "pick a direction to go" step entirely.

Having the player physically move through the dungeon would make the game feel so much closer to the dungeon crawling experience you're going for. You could obviously have doors or other obstacles lock you out of going backwards, so the puzzle structure remains intact.

I'm guessing this would be a huge ask and potentially completely unfeasible, but it looks like you're already somewhat simulating rooms and movement, so maybe not? I think this would be really cool if you could pull it off and would elevate the game immensely. 


I'd also consider slimming down the "pick a choice" style of interactions and making the player physically interact with things wherever it's reasonable. Something like a simple set of interaction buttons (look, speak, attack, etc). For example, in the potion room, make the player actually click on the potions or having to actually disarm the trap in the book room (this is also funny, YOU were stupid enough to accidently set off this dumb trap).

And here's some other random stuff:

SFX for being at higher weights, clapping SFX for when your butt gets too big, actual graphics and SFX for attacking (I'm guessing this is already planned)

Anyway yeah I loved your first game and this looks like it has a lot of potential.

(your avatar is so good for critique providing XD )

Thank you for the thorough review!

A significant amount of my reluctance to switch to a blobber style movement system stems from I’m still very new to 3D movement, and not sure I want to add that to my plate. Another piece is that I think it would add unnecessary padding and clunkiness between reaching the location nodes (downside of that being, as you pointed out, it being a bit immersion breaking). But I will keep a look out for things I might add to improve immersion (map moving up and down into view instead of just hard cutting, maybe?)

Clicking the choices vs clicking things in the world is kind of an all-or-nothing choice I’m making. Very few events are answerable by clicking on a thing to indicate your choice, so I’m going with the written options.

Ass cheeks clapping SFX is indeed planned! Attack animations, less so; the assets aren’t really built for such animations. But maybe I can add slashing effects, like old school pokemon or such.

It all does make me wonder if a “Legend of Grimrock, but with TF kinks” would be a viable game though.