- Apr 21, 2018
- 281
- 576
Thought some more about game mechanic part of my feedback and wanted to clarify a bit about flashlight and batteries.
The first part of both paths looked like introduction to the story and location where the game will take place, as such there are no survival mechanics present yet besides flashlight one, the real problem is it's introduced right from the beginning and makes no sense(with how fast energy disappears), which actually makes it hard to be introduced to the game world, since players who play RPG games tend to examine everything which can be examined from every angle in search of secrets, extra information and valuable loot, and the very limited battery life makes it very frustrating to do so at least somewhat comfortably.
I think it would have been better if flashlight mechanic got introduced not since beginning, but a bit later into intro. For example for boy's path after player got flashlight it's turned on and didn't give the player ability to control it and then let's say after player searched the lab, activated the door leading to the hotel, and tried to exit generator room it went out and the whole mechanic got introduced, even better if player got informed(through inner thoughts) about the need to turn off flashlight during conversations to conserve the energy. Also the reason batteries work so little could be easily explained by adding some text, for example it could be said that it's used battery which was taken from some electrical device and as such there are not much energy left, or it was lying here so long that most of the charge was lost.
Well it's just my opinion, I believe there are many more opinions and working ways to make this mechanic better received.
Also forgot to mention that when I saw how inventory works, I really missed the choice "examine" when choosing items, to get some extra information about them)
The first part of both paths looked like introduction to the story and location where the game will take place, as such there are no survival mechanics present yet besides flashlight one, the real problem is it's introduced right from the beginning and makes no sense(with how fast energy disappears), which actually makes it hard to be introduced to the game world, since players who play RPG games tend to examine everything which can be examined from every angle in search of secrets, extra information and valuable loot, and the very limited battery life makes it very frustrating to do so at least somewhat comfortably.
I think it would have been better if flashlight mechanic got introduced not since beginning, but a bit later into intro. For example for boy's path after player got flashlight it's turned on and didn't give the player ability to control it and then let's say after player searched the lab, activated the door leading to the hotel, and tried to exit generator room it went out and the whole mechanic got introduced, even better if player got informed(through inner thoughts) about the need to turn off flashlight during conversations to conserve the energy. Also the reason batteries work so little could be easily explained by adding some text, for example it could be said that it's used battery which was taken from some electrical device and as such there are not much energy left, or it was lying here so long that most of the charge was lost.
Well it's just my opinion, I believe there are many more opinions and working ways to make this mechanic better received.
Also forgot to mention that when I saw how inventory works, I really missed the choice "examine" when choosing items, to get some extra information about them)