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(1 edit) (+1)

I'll check what's going on with that top bar, since it shouldn't really be doing anything particularly special in fullscreen. I change it to be perpetually open or only visible on hover in that area.

Regarding the player's name, technically you're not playing as yourself. I hoped that writing this in second person would add to the disorientation of the player so that they would feel like Ghost, not knowing who he is and what's going on while discovering things. I may change the perspective or the descriptions in order to clarify that a little more. 

I may see how a NSEW cardinal direction orientation works. I did consider a map, but I didn't want too many visual elements in a game that relied heavily on text to convey images.

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It is very common in IF to use the second person for the player, rather than the first/third, as well as having the possibility to choose one's name (especially when the player doesn't know their name). Personally, it didn't feel like it added to the confusion and I am not sure where the game needed more disorientation. The story itself was pretty disorientating to begin with :)

I think the NSEW would then fit best with your need (or have a map menu that uncovers parts as the player passes through rooms?)

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Pretty much all of my IF is in second person, so I can see how the second person actually has the opposite effect of what I intended in IF where everyone is so used to it that it's not anything new. I'll see how this reads in first person and works with Ghost's characterization.

NSEW + a compass given to Ghost by Celeste might solve all the navigation issues, so I'll see how that works out too!

The first person sounds interesting, if you maybe include more inner thoughts? (just a suggestion)

I would love to see that compass/NSEW in action!