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(1 edit)

I let it try my patience to the limit twice and managed to play for some 50 minutes. But let me start by the edges and mention some technical stuff:

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You should make the screensize changeable, the default window is minimal.

The second door on the second floor, in front of the elevator, and fourth door on the second floor too, but the unresponsive elevator this time, don't have any text messages when you touch them.

The warning sign in the suburbs misspelled maintenance. Norman's win quote misspelled intriguing.

I died in the dark room, and after the respawn I was still a shadow sprite (used the motorcycle once and got my colors back.)

I think the yellow magic circle is a terrible choice of VFX for "Papa Bear has a small drink."

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Now, some design critique:

The first battle against the wolf already ends with your life on the yellow if you fight normally. Considering the player doesn't know what's coming ahead, it's hard to assume you should start the game burning your MP to down the enemy and not get hit (If a single attack misses, it's probably a game over straight away) . Maybe that's what you're going for and instantly filtering casuals in the first minute, but I find it a debatable choice.

Jagan's such a useless char I found the run I did devouring him right away and learning firm shake to be better than the one with him on the team. If that is by design, then I like this choice, because letting the player use the Devour mechanic right away and be rewarded for it is better than keeping them from using the game's mechanics.

Amy spending a turn shuffling after using shuffle is honestly baffling. In the time it takes her to shuffle her deck once, people around her are sending psychic waves, turning into wolves to slash/bite and swinging swords around twice. If buffing is so busted it needs a cooldown, then either every attack should have a cooldown or her buffs shouldn't cost so much you have to shuffle after using them once.

Leaving the first dungeon at lv2-3 to instantly find LV7 enemies that kill you in two touches, and they don't even come alone is hardly what I'd call tough but fair combat. Even more so because none of the four characters I got had any AOEs. And even worse, you walk a straight path forward and run on a three-enemy encounter that use AOEs themselves? And after that there's a buffer with two AOE attackers? And after all of that you walk into a random room and start a boss fight with no signs or warning? (My feelings for this will be present in my final point, so just hold the thought.)

You can die because it costs 5 dollars to revive, but you can't win any fights to get money to be able to pay that, so you just figure out it's better to load the game. But then you enter the sacrifice screen and have to write abraham or me (good to have this to be frank, two digits is nicer than the alternative), but what'd be even better is to have just a simple choice to choose to die. "Pay, Sacrifice, Explain Again, Let Me Die" would be ideal to make loading the game again faster, since paying's wasteful in more than one way.

With the water treatment's place key you get an easy way out the sewers, but you can't enter it again from that exit. I think that's silly and it should just become a shortcut for you to use into the dungeon. 

After you get the motorcycle, the game should go straight to the map select screen, or at least show a popup telling you that you can use the bike to move to other maps. After you noticing there's nowhere to go, most people will figure out it's an item to use, probably, but it's smoother to just say that than wait and waste time.

The only tell for the head doctor being a few drawings around the door is something I think you'll only notice on the way out, not the way in. The facility is has 3 floors, 6 corridors, some 20 doors and just two things to do. Why so much dead space in your game's intro? 

During the 40-something minutes I played after leaving the facility, what I did was win a battle, ride back to the facility, save, and go back to the suburbs to stop losing my progress every 2 minutes as I find out that enemy blocking the only way forward is, indeed, beyond my powerlevel. 

And this leads to the final and overall point that permeated the entire experience:

So much walking, so many challenging battles and I have no idea why I'm doing this, or what I'm doing. There was no slice-of-life segment to make me care about Penn, I'm just told Penn existed and now no longer does. I don't know who Abe is, why should I care he's a wolf now and why the cure for it matters. I suppose I can infer the facility turned him into one, but considering the entire facility is empty and I was just hired to find the head doctor, I don't think he's got any attachment to the place, nor that defeating the doctor brought him any catharsis. The note mentions the suburbs, so he goes there, but nothing speaks of what place he's looking for, what are his feelings for heading there and what he wants when he arrives/after he arrives. I've been handed a blank slate, and asked to make it walk around and endure awfully balanced encounters for no reason or reward. 

The game's all whip with no carrot in front of my face.

(4 edits)

Yeah, some of the stuff like Jagan being worthless is intentional. Him and Head Doctor are meant to teach the player "This isn't Undertale. Feel free to do bad things."

The general approach I took to the game's difficulty is "If you can't do it as you are now, try something else." Which is why you get that and also the ability to fight over-leveled enemies.

I'm taking note of everything else though. Especially in regards to making Abe's motivations/goals more explicit. Thank you for your time and patience.

My main suggestion would be that, while I understand doing a mystery is fun, starting with what actually goes down in the facility would make it more interesting. Growing up, being experimented on, changing gradually, and the downfall of the facility, even if through fragments that become clearer and more connected going forward, would increase the allure of starting this journey. 

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There are flashbacks that come in later areas to explain that stuff. But so far my fixes are
- A party member who's recruitment interrogates Abe's opinion on wolves (already implemented, but Norman replaced them in the demo version for various behind the scenes reasons)

- Various optional slice of life bits in the intro, like you suggested. Like talking to the clinic doctors, or returning the library book and having Penn chime in more. Just letting the player peel back the curtain a liiitttle bit more while getting them attached to Penn before he disappears. I already had this as an idea, but your feedback helped me further refine how I'm gonna go about it more specifically.

These are things that I will 100% sort out before I do the Kickstarter demo. Thank you so much for your feedback.

Being able to explore the facility as a kid would justify all the rooms to me, so that feeling of "bloat" certainly would vanish. If past actions in the rooms could be seen as results in the future, it'd make these optional quests even more rewarding, even if just a visual change, or actually a locked door having a chest now.  

Dragging the player into the world and almost immediately showing the domino effects of choices certainly would give the intro spice.

(And if you could tutorialize the skill to fight overleveled enemies through something like fighting against an adult as a child, I'm sure that gimmick/design would enter the player's strategizing much easier. I'll admit, I didn't get that's what it was supposed to be and didn't use the skill right while I played.)

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The enemy "levels" are weird cause I added it last minute. The way they work is that everyone is statted to die in 5~ standard hits from a same level attacker.

This doesn't factor in weaknesses of course. Like, the Papa Beers are weak to Psy (Firm Shake and whatnot), making them easy targets to stunlock to death with Jagan's only skill, which is then in turn supposed to teach players about weaknesses and stuns. But calling them "Level 5," while honest, has the potential to scare players off trying to fight them.

I put levels in the name so the player would go "These Fish Men are insanely high-levelled, and so is this boss. Maybe I should go somewhere else instead."

One of the fixes I put in per your advice was changing a bit in the self-help manual to say "If you're having trouble: try something else." Which isn't a crazy change, but I hope it'll be enough of a push to make players consider taking on other locations if they're struggling with one.

A single fight is doable, I think I even beat a fish and a wolf by myself in an attempt, but then I just had no HP to endure a battle by going forward, which is how it turned out into winning a battle, going to the couch, going to the save point, then resuming going forward.  There was a bear encounter that killed me instantly, so I assume I just got critted on and didn't notice that was the case. 

Other than the Fire enemies that actually were terrible even with a few recruits, the encounters worked once I had Norman (easy to recruit) and amy (easier to recruit once Norman joined), but going from encounter to encounter is what created too much friction, since every two steps required returning a whole lot, or trying to avoid enemies as much as possible to not lose HP and have to use one of the healing items I got. If you consider the path going west from norman, theres three fish encounters, two bears and two fire sprites. Randomly finding a boss after that, with all my HP and MP on the yellow, just felt tiresome. 

Individual encounters may not be that bad with a party, but the areas feel too crowded when you're getting little to no heals and check/save points. If there was a direction I could go that had people to talk to, minigames to do to earn money, I'd try doing that happily, but every direction I headed had enemy encounters testing me, and recruitables that demanded venturing such zones to afford the recruit.

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The beach is meant to be this high-level area that makes the player wanna retreat to the woods or the abandoned building.

There are ways I can definitely clue the player in more to that. Like, LISA The Painful had a big sign that said "TURN BACK" for its equivalent.

Did you ever get to see the woods? The middle path down the road. I designed it with the intention of being *the* place to do easy encounters if the other locations were giving players trouble.

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I went through it, released the guy at the end and nothing more happened, didn't find any further paths, and returned to the beach. However, I played it one more time now and went around the abandoned building a bit more after recruiting Boyle too.  There's doors you go through without a path back, or going forward and backwards taking you to different rooms. I presume it's an intentional shifting dungeon kind of place? Since there's no reactions from characters or mysterious SFX when it happens, I honestly can't tell if something intentional or not happened. I also sent all my team to 1HP with the vending machine (I thought I was dealing it damage and thought I had to mash to destroy it. Again, no reaction from the character and the screen flashed blue, so it didn't respond like damage.)

My exploration was then cut short because trying to jump from the top support thing towards the top of the waterfall has Abe jump down towards the middle waterfall. The only direction I haven't gone to is over there, but I can't reach it. Also, there are two different padlock exits that lead to the same place.  After exiting through the first one once, I expected the second one would lead to a different place...


Also, down here there are some many sentry camera enemy icons, but defeating one of them deletes them all. Bug or feature?

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Feature. And yeah, it's a shifting dungeon. I'm considering expanding it a little for the Kickstarter demo and putting a party member inside to really sell the whole thing and what it all means.

I'll put making the vending machine damage more obvious on my list. I thought I fixed that already, but I guess I forgot to save the change.