Dont make us memorize holes
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especially when we cant see them and we are warping into the past
its super frustrating when you hit an invisible wall that is an instant immersion killer
and so is falling through holes that you cant see
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The time limit for visualization is only a temporary thing. It was mainly intended to test the player and make the puzzles a little more difficult (but I guess they're already hard enough?) Plotwise, you can't control when/where to warp until after you find a certain artifact. I can definitely increase the time limit in the beginning if you find it irritating, though (and maybe have an optional leave-flashback-waypoint?)
I would prefer it, as a player of your game, if you leave it permanent and then have certain waypoints later that are temporary
especially for the beginning let the player explore and gradually build difficulty
cake it on slowly but surely
the beginning shouldnt be super puzzling save that for a later date just let us get the basics and look around and take out time
then once we learn start to push us out the door at an exponential rate
(what I thought is that the artifacts allow you to warp into time and that there neverchanging placement is the key to warping. You could make some artifacts that arent as powerful, thus meaning a temporary time change~)
again, the puzzles needed some severe instructions and pointing out
for me, it basically turned into a (just press buttons until something happens)
and I know that is like the worst thing in puzzle games and you know that and I know you dont want your game like that~
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The music was actually composed before I made the dungeon, it was solely for a fiery burning dungeon. Now that I incorporated two versions though my composer's agreed to make some changes.
I would really suggest a super ambient piece because you have that abandoned house feeling lurking and going on
having intense burning building music totally kills the mood
again, this is just my opinion but whatever floats everyones boat
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The scene in the beginning.. well, I was lacking an intro scene (because you know all games need an intro scene) and I thought it'd be visually cool to see the outside of the building burning. I mean it's only like 10 seconds long, anyhow.
yeah but in those ten seconds i was like what is going on?
and i dont know, it didnt really explain anything it was just a burning building
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There is actually a journal for explaining some things (none of you commented on that, did you find it?) As for the (I think you mean) second-person descriptions, I'm glad you like it! I was trying something new, trying to include the player "you" instead of just a random girl wandering around. Since there is absolutely no dialogue in the game, I felt that was the best way to go about using text.
I definitely saw it but I didnt access it because I was getting mad at the game
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I'm sorry about the holes in the floor :( you're supposed to try to memorize the locations and plan a route before you flashback. That might help, especially in the second room.
~
anyways,
I will replay the next version of the demo~