Thanks everybody for the comments.
Interesting concept, although I worry about the complexity. Are there any other mechanics other than choosing a door?
Awesome music on the trailer, did you compose it yourself?
No the game is very simple. More on that in a minute...
The music was from the asset store by this guy:
https://davidgarciadiaz.squarespace.com/. (Credit will be given in-game and possibly in the final trailer.)
I'm curious about how important the 'atmosphere' of the game is, because you haven't mentioned it in your written stuff, but that seemed to be the main (only, almost) drive of the video?
THe core concept doesn't turn me off, but I'd need to know more information to know whether I - as someone who likes logic puzzles as much as the new logic-puzzle-liking man - would buy the game. The concept doesn't sell itself to me.
You make a good point. Part of the problem is that it's difficult to convey what exactly the player is doing in a trailer video like this. When I release the final game I should have more video(s) that explain the concept a bit better.
In addition, the atmosphere of the game is important. I hope when the player is playing, it will feel almost abstract, or maybe like he/she is not in a normal space.
For example, at several points throughout the game the corridors that the players travel through are shaped like "impossible geometry" (think Escher). There are several places that hopefully cause the player to challenge his/her perception of space inside the game. These mostly serve to make everything more interesting, since the game is basically a walking simulator of sorts.
Your first puzzle risks alienating orthodox jews, muslims & vegetarians, but I'd definitely be interested in a game like this having enjoyed the deductive reasoning in Tom Jubert's work like ir/rational & Talos Principle. Although please make it more than just a 3d multiple choice test in blank corridors. There's lots of scope for clever mechanical stuff that can be done in a 1st person view (FOV & proximity triggers, false perspective, wierd physics, camera manipulation...), & a richer environment like in Talos or The Witness would make a more compelling experience.
Actually the whole game might be alienating jews, vegetarians, etc.
Throughout the entire game, the player is always trying to reach the bacon. When he chooses the correct door, it leads to the next puzzle, which needs to the next puzzle, etc. At the end of the game the player is rewarded with bacon. But pretty much every puzzle is a choice between 1 door that leads to bacon, and one or more other doors that lead to death.
I do try to do a bit of "clever mechanical stuff" with false perspective and such. If you have any specific suggestions I'd be more than glad to hear them. The more amusing to the player, the better.
As far as richer environments go... there's only so much I can do. At this point I'm developing the game by myself, and most likely with time constraints - so admittedly the environments are looking somewhat bland. However I'm trying to use that to build a certain mood.
Also because I'm working on the game alone, it will most likely be somewhat short. However, I've considered making a community puzzle editor so players can create and share their own puzzles via the Steam Workshop - though I don't know how feasible that is yet. How interested would you be in a feature like this?
On one last note, I hope to keep the price of the game under $5 if I can.