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(2 edits) (+1)

I am completely in love with this game! The beginnings of Metroidvania exploration, great tone-setting music, mysterious atmosphere...

I feel a little weird about RNG being involved with combat/exploration, but if  you can find secrets/upgrades that improve your accuracy/dexterity that would put my concerns there to rest. The way you made interesting combat in a text based game was also very impressive.

One criticism I might have is that having all of your current options for exploration explicitly described to you mitigates some of the satisfaction of figuring out what situations you can use certain items. For example, when you get bombs, the game just tells you where you can use them, and you can't use them in any other situations. I think it might be more interesting to simply give the player the option to use bombs in any room they like, and not tell them that they can destroy cracked surfaces (Perhaps you could just have a button to use any item you select from your inventory?) That way the player has to put two and two together themselves, and you don't sacrifice the essence of discovery when you find new items that's pretty essential to the Metroidvania experience imo. (Also this would let you put secrets in your map, since right now you have to tell the player everything they can do)

Anyway, great game, great execution! I would LOVE to see this developed into a full experience! 5/5

Hi there.

You are making a good argument on options. Initially I narrowed it down because if you don't you have to choose a result for each action everywhere, which was too time consuming.

Also, I am concerned player will just spam every action everywhere.

I might use this option only for weapons. I wanted to give the choice between gun (and gun+), laser whip and plasma bow, each with pros and cons. So for instance, for an ennemy, you would first select your weapon then fire.

I would combine this with tricks like I have used: the crack on the wall after the boss can only be opened if you save and go back (since you spent all energy on bombs on the boss), you won't find it in the natural course of the game.

So to sum up: I would like to go for a hybrid solution between current implementation and your suggestion.

Regarding RNG, there will be plenty of way to mitigate it.

Thanks for the detailed comment !