![]() My suggestion is use Subnautica's system where the random pickups come from a pool that has to cycle though all the items before getting refreshed. If it keeps like this, the top of the leaderboards and most interesting strategies will be kept behind hundreds of RNG rolls. What I mean by this is that drops right now seem to be random on what and how many. In the interest of having the keep growing and shaping, I have a few suggestions.ฤก: Un-randomize Crow drops in a Randomized way. If you have not noticed, there is a large and growing speedrun community around your game. The characters, the UI, the scare factor, the farming-feel, the creepy music, all 9/10 though, really really enjoyed it. Maybe there could be a checkpoint system of sorts, or otherwise a little more tutorialization around monsters so we don't lose progress so cluelessly early on and have to battle through on trial and error. Since you have a "time survived" counter at the end I assume that's also kind of the point, to see how long one can make it, but whilst the game is haunting and successfully scary at night, it's also quite engrossing to progress through and the fun factor is a little lost when that progress is always completely reset. I think like others have said, I probably won't finish it just because I haven't quite sussed out how to avoid the clowns and other monsters successfully, and it feels daunting to start over from the beginning every time. Generally you make amazing use of limited assets and animations and I love how much potential you've packed into this small game area. What a brilliant idea for a game! ![]() This is amazing. I adore the general artstyle, sound design and atmosphere. ![]()
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