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Pain points / thoughts after playing [Spoilers]

A topic by botchie created Feb 21, 2024 Views: 1,196 Replies: 7
Viewing posts 1 to 4
(+1)

Hey there,

I thought the game was fun, and I think the game will become a hit, but I wanted to offer some constructive criticism to the developer if they are up for it. For non-developers, read on as well if something from the below might give you an epiphany as well.

  • I didn't expect there to be two interaction buttons (e.g. both E and mouse middle click) -- I didn't understand why I wasn't progressing even though I was looking at everything and pressing E at everything until I looked at the key bindings
  • The parts where you both needed to use your flashlight as the subway car was dark, and needed to navigate around the subway seats / bars / people was pretty frustrating -- the flashlight cone is so small I feel like I spent an hour just trying to see what I was doing
  • Opening the subway car doors ended up being frustrating after awhile, especially when I was carrying a leg -- I'd open one door then the other, then the first door would close before I could get through so I'd open it again, but then the second door would do the same thing, and it was a big pain. When I'd get past one door sometimes the second door would close on me and I'd be trapped, and since my hands and flashlight go up when you are close to an object I also couldn't see anything, so I had to blindly click around the screen with E until the door finally opened.
  • The subway cars "reset" after the third car -- but this can cause issues. When I was gathering the last "leg" to complete the body for example, I figured I could go through the third car to loop back to the first car again, but instead the leg got trapped in the "jail cell" car that shows up briefly before you being teleported back to the first car, and I almost soft-locked myself.
  • I have no clue how I was supposed to figure out the combination lock in the end -- I instead wrote a script to loop through all five letter words based on the characters provided, and then scanned the result for what made the most sense based on the game, but I saw no clues to help me here -- the body I "assembled" had a character on it, but I saw no other characters in any of the other cars.
  • The controls imply you can run and slide, but during the first 90% of the game you don't use these abilities, which feels unfair -- I feel like you should just let us use them early, even if it makes the early game go a bit faster.
  • The posters in the game hint that you should save your ammo for later, but every time I thought it was time to use my ammo I ended up being wrong -- meaning that for most of the game, the gun is useless outside of having a flashlight attached to it. I'd say if you aren't going to let me use the tools I have, just give me the tools later when I can.

Just a few thoughts -- I still enjoyed the game and think there's a lot to love here, but if some of the frustrating stuff can be resolved I think you'll have a lot more happy gamers.

what is the combination? because i have been replaying this game over and over and cannot find all the letters to save my life.

Developer (1 edit)

Hey man. 

Yeah, of course I'm up for some constructive criticism, and you provided a lot of insight.

This is very needed, since I work alone and I know all the stuff I'm supposed to do, so I can't really guess how others would play it, so thanks a lot for your help.

I will adress some of your points for sure, it's a huge help.

You CAN use the gun, but that's for the end. I won't spoil it, but you'll know it if you reached the end.

The combination lock is fairly simple, but you REALLY need to pay attention to small details. Trust me, I have hidden all the 5 letters throughout the game. Some papers, some scrolling led lights, you name it..

The problem where your leg was stuck because you looped with it was initially solved by locking the door and unlocking with when you placed the leg, but some people were having issues to where the door wouldn't unlock. I have no idea why that is, since I get no errors while packing the game.

I guess I could make the flashlight cone bigger, why not. Also I'll try using the E key for all interactions.

 I will be releasing a new patched build today with a few of the changes you guys asked for.

Thanks again for the comment and God bless.

(1 edit) (+1)

Hey there, thanks for the response! Wanted to follow up on a few points:

You CAN use the gun, but that's for the end. I won't spoil it, but you'll know it if you reached the end

I definitely get this, but I think this feels inconsistent with the sprint functionality -- if you force us to not be allowed to sprint until the end of the game, wouldn't it similarly make sense to not allow us to shoot until the end of the game (or vice versa -- allow us to sprint at the beginning and then also shoot)?

EDIT: Saw in the latest build you can sprint from the start! Cheers on this -- I think this makes things much more consistent now.

The combination lock is fairly simple, but you REALLY need to pay attention to small details. Trust me, I have hidden all the 5 letters throughout the game. Some papers, some scrolling led lights, you name it..

Thinking back, I do indeed remember seeing letters on different clues here and there, but I think the issue was it wasn't clear to me that they were important at the time. When you get to the combination lock, you might realize that you missed some clues along the way, but now the only way to re-visit those clues would be to start the game from scratch -- you can only really "revisit" the last character for the lock as it's on the body once you're at the combination lock part.

I think if the letters had contained a bit more "this is important, mark this down perhaps for later" aspect to them, I would have noted them -- e.g. on the piece of paper if it had been written in blood and circled with a ring of blood (similar to the body later), I would have probably thought it was important, vs just written in black ink (I originally thought  it was perhaps just the model artists "signature"). You can't obviously mark in blood things like the scrolling LED signs (I thought they were zeros actually), but I'm sure there could be some sort of way to highlight them to make it clear they are important.

----

Just want to be clear here too as well that there is a ton to love in this game -- the graphics, the aesthetics, the atmosphere, the creepiness, I think you hit a lot of this stuff out of the park -- these are just some thoughts that took me personally out of the game, if you will.

Developer

I understand your points of view perfectly. I really appreciate the feedback.

Honestly I don't think I will make the clues stand out more, I wanted to make you guys pay attention closely to details and give you a nice sense of satisfaction when piecing them together. Maybe I'm wrong on that, but personally I don't like it when games treat you like you're stupid and hold your hand all throughout.

Anyway, again, I really appreciate your feedback and thoughts on the game and I'm happy you liked it. Your guys' comments mean a lot to me.

(+1)

Just played the new build! Couple things I noticed:

  • I think Left Shift to run still isn't working, I tried and couldn't see it do anything
  • I think the secondary interaction button (e.g. middle click) still needs to be used in a few places, namely the "murDerer" note (to exit out of the note) and when the character give you the picture with his hands out, I wasn't able to exit out with "E" during those interactions
  • I got a "Fatal Error" hard crash when switching to when the floor is all red / veiny, I had assembled the human all except the head before looping at that point, not sure if I broke something 
Developer

Hey man, thanks for playing. The interaction issue has finally been sorted out with the 4th patch, I couldn't find the issue but now it's fixed.

The fatal error is to do with the plugin I'm using for footsteps, it has a bug. There's nothing I can do about it, unfortunately. The good news is, it happens very rarely. The bad news is you were unlucky haha.

About the sprint, it's not supposed to be "working" from the start, as it's an intended mechanic, but I've added a hidden "speedrun" button in the options that toggles sprint on. Just in case you guys want it.

Thanks again for playing, man.

God bless.

Conceptually this game is awesome, specifically the narrative that drip feeds Michael's crimes while he progresses through purgatory or his fractured mind or wherever it is that the game takes place, as well as some of the photo-realistic imagery.

However, I suffured three massive pain points that made me go from thoroughly enjoying it to basically being bummed out by the end and walking away with what feels like a negative impression.  I hope ACID can mitigate these because in contrast to my frustrations, the plus points — such as innovative menu and language choices and graphics etc. — are all brilliant for a one-person game.

1) The door opening, especially in the dark, is infuriating.  The early doors highlight the lock and handles, which serves as a turorial.  From then on, every door — and by that I mean the hundred sliding doors which literally make up the entire game — don't, and getting them to open can be so frustrating.  I still don't know if the doors don't open until the next area has loaded, or if I am just aiming wrong.  This is compounded once you are playing in the dark because you cannot see a thing between carridges, so it is impossible to tell if the game is trying to load up the next area, or if you are simply not pointing at the trigger location.

2) It is possible to be carrying a body part, miss the torso, and head into the final area when the lights go out.  This happened on my first run, and after about ten minutes trying to navigate in the dark via glowing orange message boards, I had to alt-tab to shut down the game because even your PDA is inaccessible at this point.  It's just clunky and having to restart because of that isn't a cool learning curve, it just leaves a bad taste.

3) The final boss chased me down... cool.  But when trying to run past it, I just got stuck on his arm and got spammed until I died.  No mercy.  I also thought I needed to shoot it in the chest because Emily was shot in the chest, but that seems to have no relevance that I can tell, which is a shame for a game that revolves around the little details.  After that, other than seeing the interrogation glass from the other side, the implication is you're basically just expected to try again.  For all the slow-burning progress, it was a very unfair conclusion.  I know it's a demo, but I was just left staring at the screen for a bit feeling rather miserable.  And there is no way after all of that I wanted to do the run again, having just done it one and a half times for very little payoff.

Anyway — ACID — this is a very cool game for a single person and I'm sure you'll have fans lining up once you polish it up.  But please do take those points into consideration before a full release or whatever you are going for because if this wasn't a demo, I'd be gutted beyond words.  That's just me a I guess.  Graphically, it's gorgeous, and the narrative is really unnerving, and I look forward to see where you go with it.