Hi everyone! We’re a student team that is currently developing a 2D horror survival game with an emphasis on storytelling for a capstone course. Follow Emma’s story… Emma is an accountant by day with dreams of becoming a comic artist at night. One day, her 9-5 breaks her and sends her into psychosis. Help Emma navigate her nightmarish dreamscape in this psychological commentary on toxic work environments.
Link to the alpha game build:
https://www.indiedb.com/games/endless-deadlines/downloads/alpha-build3This week, we made a lot of changes:
Intro cutscene is BACK!
New Levels and progress on future ones
UI & Dialogue improvements
Additional controls for accessibility
Flashlight mechanic refactored
Lighting and post processing changed
Sanity effects
Additional sound effects
Backend changes for easier content addition
Various bug fixes!!!
General feedback from playtesting motivated us to modify a lot of features in the game on the basis of better player guidance and communicating what is going on in the game. Players seemed to have confusion with controlling the flashlight and the mechanics behind charging it, so we removed controlling the flashlight with mouse control and made charging obvious by giving its own location with effects. We added visual effects when the player loses their sanity so that it is more clear that being in the dark negatively affects you. Things like clearer indicators in dialogue selection and better visibility in the game will hopefully give players a better sense of direction. The UI was simplified and updated since we felt it isn't too relevant and only added to the confusion of players. The UI and dialogue was also updated to better fit the theme and art style. In addition, we split the tutorial section of the game to try and gradually introduce players to the game’s mechanics in an environment without much hazards since players were accidentally failing during playtests. We also expanded upon areas/levels and added more content since the last build in playtesting was mostly aimed to test our mechanics and core features in the game.
Next week, we aim to polish our current levels in the game and potentially add more if necessary. We want to add one more level with new mechanics to add more content for our 15-minute playable demo, and once we fill that goal we can work on cool stretch goals like a working phone system and dialogue combat. Our goal is to have the story fleshed out with rigorous guidance that doesn’t feel unnatural and add more polish like transitions, and sounds, tighten up guidance, and fix any other issues we find from testing!
Let us know about any feedback or ideas you have for our game!