Honestly, I’m open to suggestions if anyone has ideas on how to make the game easier in a meaningful way.
I think the issue isn't actually the difficulty itself, instead it's that the difficulty isn't fun because there aren't enough game elements to let the player deal with things as they happen.
Map design:
- The patient rooms don't feel very useful. There's nowhere to hide in them, the items tend to be empty if they're even spawned, going in/out of the doors doesn't seem to make enemies lose track of you, entering at all risks getting locked in, you're never forced to enter to find the nun, and eventually the bears block access to a bunch of them anyway.
- The staff changing rooms are really bad to go into. Almost no items spawn in them, you need to go through multiple door transitions to have a chance at hiding (gives enemies time to catch up while chasing), and the locker might not even be usable anyway. Some of the them also have a reversed order for the prompts to exit or go into the second locker room, which makes it easy to screw yourself over on accident.
- The entire second floor is bad on later nights. The hallway barriers at 202 and 203 add 4 door transitions of time between hiding spots if you're forced to go through, assuming you don't run into a different enemy. This makes chases even riskier than usual and the nun can be fully impossible to reach if you're forced to turn around halfway across the floor or in the long hallway.
Enemy design:
- There doesn't seem to be a visual indicator for when a room is going to lock you in. Even if this is intended, it's not consistent with the rest of the game design.
- The TV girl is *extremely* common and never seems to despawn until you walk under her. Because of the asymmetrical layout on floors 1 and 3 this makes it impossible to cross in some directions without using a stamina item.
- Some enemy combinations are impossible to deal with even if the player does everything perfectly. A good example would be having both the nurse and the ghost enter a room you're hiding in.
Item design:
- Items are focused on restorative effects, so there's no way to avoid enemies once they aggro except to keep using stamina items until you reach a hiding spot
- The light wires don't seem to do anything other than give you an extra place to look at remotely, but they spawn so rarely that this mechanic doesn't matter
Put all of that together and the player is actively sabotaging themselves if they interact with almost 2/3 of the map and will spend their time just running between a bathroom and storage room. Fortunately these are all fixable problems though, some potentially easily.
General changes/additions/fixes that'd be more fun/fair:
- Let the player hide in the bed curtains at the ends of a few patient rooms. This makes these rooms much more valuable to enter
- Add a few consumable items that counter enemies or give information, but only spawn them in the staff rooms. Things like a silver cross (despawns the nun/ghost/vampire) and an enemy sensor (show icons on the map for enemy locations). Ideally these could be implemented with only some extra assets for icons and not need new graphics for characters.
- Make the nurse lose track of the player if you can get two rooms away from her (like going down a staircase and into a second room before she makes it down the stairs)
- Don't let the dildo girl expose the player's hiding spot if she wasn't in the room to see you hide.
And for balancing:
For easy mode specifically:
- Extend the life of the flashlight battery
- Only spawn the sister posters that have large differences. The one where she's very small and replacing a doctor is hard to notice.
- Slow down the stamina drain of the TV so that it's possible to reach a door from any direction even if you had to start running before you could see the TV
- Make bears only ask for common items like stamina pills and batteries
- Either make the nun give the player more time when spawning on floor 2 or remove the floor 2 barriers entirely
For normal mode specifically:
- Slow down the stamina drain of the TV so that it's possible to reach a door from any direction if you start running from right next to the TV with full stamina
- Make bears ask for any item that isn't from a vending machine
For a hypothetical hard mode:
- Extend the chase time of the sister so that you can't escape with only a single bar of stamina. If people aren't memorizing the poster locations on hard mode then that's their fault
- Let the nun spawn on a different floor above/below your current location instead of just across the current floor. That way players can't just camp by the succubus and abuse the teleport to win everything
- Speaking of the succubus, she is easy to exploit still. If you can get any additional art it might make sense for her to get irritated if you trigger the teleport too many times in a night. Maybe just teleporting an enemy to you rather than attacking directly if art isn't an option.