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Ok this time its not an April fools message lol.

Horror Update:

I want to talk about why my game relies on decidophobia. First of all it has Russian roulette battle system. That's all about decidophobia. Second it's one of my biggest fears. That's why I like choose your own adventures haha. I also feel like decidophobia isn't used a lot in games. Ok it technically is, like for example in Resident Evil you have to decide on what items or weapons to bring along. But it really does feel underused (kind of.)

Map Update: 

So I'm debating on what i should do for my open world. My original plan was to have 4 open worlds. Now I'm thinking I should decrease it. I have to realize that i cant be too ambitious and also i have to realize that having a big open world doesn't equal good game design. I also have to realize how long it will take to make the game. I mean i have to set a deadline someday. So maybe I should add backtracking. But I really don't like backtracking. I'll try my best to make backtracking fun (if I implement that), but I'm genuinely trying to consider how much i should add in my open world. I made this post because of another one of Mathew Emmet's videos. He talked about being too ambitious and he had this to say at 11:00 on this video

See yawl tomorrow, when I figure out what to do.