Isak ร…slund

  • # Technical Design
  • # Gameplay Design
  • # Sound Design

Guiding the Player

I introduced a shared battery system to encourage a more careful and strategic playstyle.

Since all tools drained the same battery, my goal was to make players think critically about when and how to use them for progress.

Kind of like a streamlined version of survival horrors inventory management.

What Worked & What Didn't

  • ๐Ÿ”‹ Shared Battery Concept - Designed to create tension and strategic decision-making.
  • ๐ŸŒ‘ Consequences - Instead of adding tension, it often left players stranded in darkness.
  • โš–๏ธ Rebalancing Needed - I want to refine the system to prevent soft-locking situations.

Some Ideas for Improvement

  • ๐ŸŒ€ Scarcity as an Illusion - Battery drain decreases as it nears zero.
  • โšก Power Accessibility - Ensuring battery stations are always accessible in dark areas.