Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Yeah, but what about local co-op? We put them on the side of the screen because when you're in co-op they would be quite confusing about what player they're referring to... 

I was not playing co op. and my private experience should probably be a bit different from a Coop experience.  But you know what It's not a big problem, However if you have prompts that says "Cleared" "Big boss approaching" something along those lines just put it straight on the screen. If both people can get that information and use it, it's valuable right.

  • another point was when i finished a room i usually thought i needed to find a way forward then i went back and after that i went to far and then i realised there was another door back 2 rooms i went trough that would let me proceed. I guess this game has some form of procedurality to it's level design,  I wonder if this acts against your design a bit. somethings that guides you to the next area wouldent hurt actually in this game. Since i just want to get into the next encounter.

Do you have any suggestions about how we could go to do this? As you pointed out, having such a twist (body snatching) in this kind of game may be confusing at first; we need a proper way to let the player get used to it.

  • This is why the tutorial is very importent you have to teach how the game is played. 

Make the player progress in the tutorial so they feel they accomplished something.

  • Well introducing concepts you want to teach in a very natural way that makes the player move forward, no one wants to go back after having moved forward. getting cash. Buying items. It should be like a vertical slice of the game  where you show how everything works together. If the game doesen't use puzzle mechanics don't teach them stuff like that either. it's not important, When i played the take over enemys and actually fighting is something that needs to be driven home it feels a little complex. tutorial is hard becasue you need to teach What your game is, aswell as making that tutorial not feel like sitting in school. 

Im not entirely sure if that helps but.