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The Lair can be very unforgiving so I agree 100%! The game could have done better with some refined scene design and better AI. I think this was my 3rd real attempt at releasing a short itch game and I didn’t have the knowledge or understanding of game dev that I do now.
The biggest challenge when I created this was map design. Originally it was twice the size, which also meant more Azakas to run and hide from. The version out now had the map cut and fewer enemies but still, the number one complaint is how difficult the map feels. I’ve released a map for players and it really isn’t complicated, but it’s just disorienting in the game. I thought adding in tons of hide spots (the bricks that hand over the walls) would help with the frustration and still give players a good scare when they weren’t hiding.
I’m not a fan of the props layout and if I were to make Azakas Lair today, I would do some serious design and mechanic changes. More diverse areas, some puzzles, traps, horror survival mechanics, and an overall more creepy vibe.
Don’t get me wrong though, I had fun making this and I think it’s still an alright experience if your thing is being lost in a scary environment! I did learn a lot from this game, and it’s still getting plays here and there so in the end Azakas Lair was worth making. I would love to take a stab at a reimagined version of the game if the base concept is appealing enough to players. Until then, Azakas Lair is a great testing ground for my next projects.
Cheers!