Gave it a Let's Play, comments/suggestions and feedback within
Neco The Sergal
Recent community posts
Why would you make it so you start the game by your car, your character drove to the grave site/starting area for a reason - you walk to the marker at the end of the grave site, only to be told you 'Forgot your shovel in your car' to force a player to waste their time to go back for a shovel instead of starting the game having the character tell the player that he needs the shove he clearly brought with him?
I don't think wasting players time with these types of redundancies is too smart and would suggest avoiding those pointless backtracking gimmicks.
Gave it a Let's Play and some feedback within.
As for extra tips provided not in the video, one thing I'd say to the dev directly (who I'd imagine will read this) is, the lighting could also use better direction, I'd say its decently dark but also 'Too dark everywhere', try to get used to thinking 'real lighting for a house' and illuminate important areas while not obviously making it too bright overall. 'Dark for a horror game but realistically lit', rather than 'Dimly Lit', sorta vibes? If you know what I mean.Upon wrapping up some editing and a video I'll be uploading of the game, I noted other bugs in 1.0.3 I was playing, where sometimes the Floor Papers would go into minimize when clicked instead of popping up I (I'm pretty sure?) but my final death at the end of the video, it told me I let One doppelganger inside, told me I let a 'Robertsky inside' and the error was 'no DDD logo', but I Specifically, evidently killed him and didn't let him in? So, a bug that's annoying enough to ruin a perfect game of having killed 13 Doppelgangers in a single run (There was a lot).
Hoping whatever caused this bug that said I 'let them in' when I didn't can be replicated.
I played half-way but my highest suggestion would be to not talk so condescendingly to players by over-explaining literally everything or having the character monologue such dialogue that is both empty, as well as insulting with the level of hand-holding that happens in the game.
The Knife, gun, ammo, explaining how the holster/unholster mechanic works, explaining how to use an elevator? I expect this level of condescension from AAA devs, not from indie devs. The items are shiny, stand out, but you still 'tell the player they should pick it up' at every chance as if you expect players to be idiots. Don't do that. lmao
Like I swear, the 'Guide of how to use the gun' was 3-4 paragraphs long yet all it was, was 'Right click to holster/unholster', 'Left click to shoot', but you found a way to take that basic mechanic and Over-explain unnecessarily.