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Cool, but the idea is that it's a feedback thread. It's better to be a single, long thread than multiple small and separate suggestions.
You're correct that it's designed as an "experience" rather than something more gameplay-driven like Dusk.
I mean, I've seen the gameplay. There's only 5 buttons to press, a very rudamentary navigation system and a "documenting" camera. Most of the scares come from scripted events, I feel like the game lacks the unknown factor after you've seen it/played it once. But I get it, fair. Will wait for the eventual update before buying.
You don't have any say whatsoever in the film. you are in the submarine without even controls to have a sense of independence.
Iron Lung isn't much, but what it does it does great imo and that's good enough for me. You can play the game in under 1 hour and even get your money back but I won't, because I got what I paid for.
I mean, if Dev said that it was designed to be more of an experience rather than a game, then yeah, you are paying an entrance ticket to a interactive digital attraction that you can keep after "riding" it.
My points come from me wanting to "make this game feel more like a game", but if Dev doesn't want to take it to that direction then it's fine too! Who knows? Maybe my ideas actually suck or are not good ideas for this specific game.
I complain if a film is bad....
The issue is that Iron lung, for me at least, is somewhere between movie and game and doesn't really have the strengths of either. In a movie I'm able to just focus on the events unfolding; the lack of interactivity means the experience can be more tightly focused and there's nothing to distract from it. In a game I have the agency to control my actions and the tension of a situation revolves around the consequences of my choices. Iron lung doesn't really have any agency in its gameplay, and its gameplay is fairly distracting. I'm sitting and looking at a map trying to figure out the best angles and movement and its hard to keep the tension up when I'm doing mental math.
I feel like if it leans further one way or the other it will be better because it can capitalize more on the strengths of interactive or non-interactive experiences.
I mean, "A machine for pigs" gives you a lot more freedom of gameplay, has a fairly developed story and all that. My comment comes from a place of "this looks more like a disney ride rather than a game", but Dev said it's suppoused to be more like an experience, so I guess it's fine.
If you go that route, you risk turning this into a submarine sim. What I'm trying to argue that the game's too close to one of "choose your own adventure" books, giving you the illusion of control, but with none of the risks that come with said control. Like, you can't expect me to be on the edge of my seat after giving me the knowledge that the monster is just trigger events and the only way to "die" is by hitting walls... but again, it's more of a 1 time experience rather than a game. Some people can watch the same movie multiple times and still enjoy it, some others can't...
Bruh
Dev made Dusk, a game a million times more complex than this game. Bad argument.