Re: Alpha 0.2 discussion! [SPOILERS]
Posted: Sat Jan 25, 2014 11:55 pm
I'm so glad to hear all this positive feedback! 
It seems like I might have to make some changes to the the baby monster when you go into the cabinet since that seems like a common concern.
Specifically in the chase sequence as well as in general, how are people feeling about the difficulty of the baby monsters?
Thanks for your feedback!

That was one of my most frequent childhood fears, so I'm glad I was able to effectively realize it in the game.Aludra wrote:Coming into a room to find an open closet with a vague but menacing shadow standing inside of it has to be one of my worst fears.
Yeah, we threw in the board breaking thing at the last minute, so Eduardo, our sound designer, didn't have time to work on that. I just threw in the wall breaking sound effect, so it wouldn't sound completely bad. I totally agree that we need a scream - at least a temp one. When he gets time, I'll be sure to have him revisit that.RightClickSaveAs wrote: The scratch dialog sounds great! I'd suggest using that yell he gives when being crushed by the baby monster when falling through the floor as well.
I'd like to, but it is a question of time. I really want to have hiding under a table as well. Hopefully we'll have time to revisit this and add more types of hiding. Behind curtains is a good idea!RightClickSaveAs wrote: As for the hiding mechanic, I think it's introduced very well and you know what you need to do when the time comes. Are there plans to be able to hide in/behind/under more objects?
Yeah, they are supposed to have similar intellectual facilities to a baby. They have been kind of a challenge from a design and animation perspective because they are supposed to be like babies, but they can't be cute or comical in any way. My worry is having them stumbling might make them less menacing. It's a tough balancing act, and I'll have to give it some more thought.RightClickSaveAs wrote: As for the baby monsters, seeing their eyes I assumed they were blind or at least very limited in vision as well as not too intelligent, so it made sense to me that they wouldn't be able to find you if you hide. The sniffing helped sell that too, is that the idea I was supposed to get from them?
This is another challenging balancing act. I want it to feel like you just barely made it so it is more tense. I don't want to make it too easy because I worry it will remove some tension. I am definitely open to changing it, but I'd like to hear what others felt about the timing.RightClickSaveAs wrote: Another suggestion I'd have is, for the monster that breaks through the wall, maybe give the player a fraction of a second longer to get to the door, as I found it really tight.
It seems like I might have to make some changes to the the baby monster when you go into the cabinet since that seems like a common concern.
Specifically in the chase sequence as well as in general, how are people feeling about the difficulty of the baby monsters?
Thanks for your feedback!