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Poll

Feedback on new jail system

  • The game feels too easy now that the jail is less restrictive 0
  • The new jail system strikes a good balance between difficulty and interactivity 12
  • The new jail system feels too tedious and is worse than the previous system 4
  • 2022-04-11
  • 16 votes
{'title': 'Feedback on new jail system', 'choices': [{'text': 'The game feels too easy now that the jail is less restrictive', 'votes': 0}, {'text': 'The new jail system strikes a good balance between difficulty and interactivity', 'votes': 12}, {'text': 'The new jail system feels too tedious and is worse than the previous system', 'votes': 4}], 'closes_at': None, 'created_at': datetime.datetime(2022, 4, 11, 7, 23, 6, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 16}

Content

So I've updated the beta and the indev with a new jail rework. The gist of it is that now you get released after a while but you have to find keys to open the stairs with, and enemies will not only take the keys from you if they catch you but they will also attack you and put their own restraints on, although they will not leash you back into jail. There's also new voice lines, and I'm planning to add more in order to give the enemies more flavor!Anyway, I'd like some feedback on the changes if possible. I'm worried that it's too easy, or that it's tedious. Let me know!

Comments

Chet Vargas

I was pretty skeptical going into the new system, but overall I was pleasantly surprised. I like the fact that the jail is now integrated into the level, and having an opportunity to stumble about and correct your mistakes make it feel more game-like. It does feel really strange, though, that all of the enemies in the dungeon-of-no-return just ignore you as you mull about looking for keys, knives, ghosts, and lockpicks. And it can be a bit dull since now none of the enemies are looking to pounce, so I know as a player I'll just succeed eventually if I just keep wandering. So I would opine that it is a bit tedious now, but I'm optimistic for the feature.

Ada18980

Thanks for the input. The intent of the system is that carrying things like lockpicks should attract enemies to take those away. On the other hand there isn't a mechanic to get disarmed and have stuff taken away from you--do you think it might be more interesting if enemies also took keys from you, tossed your weapon away, and were more attracted if you were carrying a weapon?

Chet Vargas

Individually, all of those features sound just fine, but in the greater context that this is a fearsome dungeon that no-one has ever returned from, it's a bit odd. Those few individuals who have attempted to escape from Alcatraz are not remembered because the guards merely impeded them with minor setbacks, but because the task was daunting and unforgiving. But from a gameplay perspective, I can see how those choices are designed to keep the player engaged. That said, in the scenario where a player is released from jail but unable to clear very tight restraints on their own, they already have no weapons to remove, no picks or keys to steal. So if the enemies all just ignore the player at that time, the dungeon seems kind of empty and consequence-free, and thus boring. But of course, if they were to be fully aggressive, the player would have virtually no chance. Well, I suppose there is always prayer. If the enemies are going to largely leave alone heavily restrained players, there would need to be some sort of time pressure to keep things exciting. Like, for example, if you can't hop to X spot in Y amount of time, some intimidating enemy is going to come and lock you away or do mistress-like things. But I'm no developer, and you've put so many wonderful things into this game already, so I have every confidence that whatever ends up in the finished product will be grand.

Ada18980

Two things: 1) the player needs keys to progress to the next floor, and enemies will take these from you when they catch you. In the latest version Ive boosted the chance for them to start following you to play with you if you have keys on you. 2) Ive been thinking of a mistress boss that comes in and tries to collar you if you pass too many floors while paroled. If you get collared by her the game becomes much harder. Also, Ive been wondering about a difficulty mode where the prison is basically inescapable, for those who prefer the heavy consequences rather than a "play-prison" kind of thing. However I suspect that most people play this game for the kink rather than the hardcore roguelike aspects, so I fear that the interest will be short lived for such a playthrough. Its all a tough balancing act.