Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(3 edits) (+1)

For example, that enemy you have implemented in the game can be utilized in certain levels in the game to create thrilling moments, but since the levels are procedurally generated, that is most of is not the case.

I agree with some of this, but I also think one reason it doesn’t come off as thrilling very often is because enemies get stuck on geometry in weird ways, thus giving the player safety in situations where they shouldn’t have it. For example, if you go through a corridor blind and you ping a chaser, you should likely lose, but right now there’s a good chance you’ll be fine. With those bugs fixed and with better mechanics to ensure that enemies get to their destination, I’d imagine the threat factor would increase quite significantly.

Some levels could potentially have served the game well, especially having a couple introductory ones as a tutorial system, but I think another big limiter was the lack of enemy variety (and the aforementioned bugs). For example, we didn’t even experiment with enemies that could actively ping.

Yes, you are right. If the enemies wouldn't get stuck in the walls repeatedly, the game might offer a much greater experience, maybe even eliminating the need for hand-made levels other than tutorial sections. I hope you guys iterate over this idea!