Thanks for playing! Once post-jam swings around there will be an update addressing some of those difficulty issues and giving you more time to let the atmosphere simmer.
HouckDev
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Thanks! C:U was def an inspiration for the health system- I really appreciate just how dreadful not knowing the extent of your injuries can make things feel. The combat is certainly stacked far too much against the player in the jam version for sure, jumping the player with a full raid mid-day was definitely a decision that was made... The post-jam version will have a much more reasonable failure spectrum in that regard, giving you more options to handle fights and a smoother curve into learning to deal with them.
And thank you for playing the game on stream! Despite the game kicking you to the curb it was really fun to watch you play.
A very competent wave shooter, gunplay and sound design were solid. As other people are asking I'm wondering if weapons respawn around the map or not- the handful of times I planned I wasn't able to fight past wave 5 since there was no more resources to work with. I do think the counting down of bullets could have been made more impactful. It often felt like the different guns didn't really matter aside from their varying ammo counts, and with that you could only reliably get 1 kill per bullet. Would have been really cool to lean into things like bullet penetration and spread to maximize the number of kills per bullet- like if the hunting rifle was able to pierce an unlimited number of targets, and the shotgun had a wider kill arc but less range, it would make the managing and swapping of weapons more strategic. Game does exactly what it seems to set out to do though, I had a good bit of fun making it to wave 5 on nightmare.
Thanks for checking it out and leaving such detailed feedback! I'm glad you liked it. The difficulty is definitely something I wish I spent more time tweaking, since a lot of it centers around game knowledge. You're right that the enemies with guns are supposed to be significantly more difficult to handle- I would have made them significantly rarer to encounter given a balance pass. The intent is that you'd have to find a firearm of your own to combat them- which you can find in specific locations (Gun store, church) or repair from one dropped by a enemy. I think for a post-jam update I'd include some notes and clues that can be found to hint at those spawn locations more, in addition to adding more ways to acquire them. More so a larger problem may be that I'm missing more ranged/indirect options for fighting enemies, sharpened stick traps, molotovs, electrified wire, were some planned options that got cut for time that would absolutely help deal with the difficulty spike that ranged enemies introduce.
And again, that you so much for diving head-first into the game, I'm glad you got some hours of enjoyment out of it :)
Hey there! Lost Direction is a pure psychological horror game, meant to embody the original concept of the backrooms. I will not spoil the experience, but some things require obtuse methods to discover or are extremely rare.
If you want to find them here's some hints:
- Investigate the radios, some are lures
- Try accessing area 25/50 with different methods, in the current version the game will break, but with a specific method you can access the level as intended
- Try to unlock the ACCESS DENIED structures
Thanks for checking the game out, glad you enjoyed it!
In the current build of the game it is not possible to reach the tower, however this will change in an update. Originally the premise was you were receiving transmissions from the tower through the radios you can occasionally find, with them becoming more clear and threatening the closer you get.
Id also love to see your video if you don't mind, thanks again!
No worries, glad you played it again! loved watching your video
id like to de-mystify some things a bit
> I totally agree on the lighting, but there is something new to aid that which I'm surprised you never found given how long you played, there's equipment you can find, keys, better flashlights, and some other stuff. Could just be RNG but there's a lot of stuff that was added to tie it in with some other projects of mine, mainly Radio Disturbance.
> The "levels" are procedurally generated of course, but as of the latest update some aspects are baked into them, such as area locations, features, events that can spawn. So some content does get locked behind certain levels. There are also special levels that can appear if you trek real far down namely partial 25.
> The faces you saw are very rare, very glad to see someone run into them, I find it hilarious that you encountered it on the one area I was hoping no one would see them though, Normally you can just get glimpses of them behind doorways.
Thanks for playing! While I don't think lost direction will be getting any new updates your feedback in the vid was invaluable, I will definitely consider it with newer projects!
hey! its actually a bug that this occurs, theres supposed to be some special secret stuff that happens every 25 levels, atm it soft locks the game. If you want to progress further you'll need to find an elevator on the previous level to skip the softlock.
and PS, there is no end, it is truly infinite
thank you! theres currently a bug where rolling a dice over your characters tile softlocks the game, to avoid this throw them against the edges of the play area to bounce them, once rolled you can move them anywhere you wont until they are locked
there will be a post-jam update that fixes this and many other bugs, as well as adding new content!