what i like about the game is that it was so creative... but it wasn't that intuitive to grasp..
alie.blackdeveloperssuper
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I also read somewhere that, it's good to keep your target audience in mind. You're the expert in your game so you should not rely on your judgement alone, give people from your target audience the game and let them play it and note how intuitively or unintuitively they are able to interact with it. This feedback is super useful. Then again working with a standard genre is good since most players knows what kinda challenges and actions to expect.
I think there is something you could do with the core mechanics of this game. The way you just guess that the room is safe, it's a cool idea and all and I can see potential iterations for this game (for example if it was an educational game there could be a way of telling that the room was safe by putting educational statements somewhere in the room. that's just my opinion). But hey, this was so good.
