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Indeed, we are aware this Demo is heavily unoptimized. We knew it was going to be a struggle but wanted to give fans a chance to try the game out, anyway. The final game is in a better state than this old build.
Here are some tips that have helped others getting more out of their systems!
https://steamcommunity.com/app/1926520/discussions/0/601891059816024871/
In the game right now, when a scene includes multiple patients, you as the paramedic are able to find, assess, diagnose, and treat patients using limited first aid on the ground. Once you triage all your patients, you may pick one to take with you to fully treat and transport to the nearest hospital.
Many people choose the worst-off patient to make the most impact on lives and also achieve the most possible progression points, but that choice is entirely up to you with full player agency. With a 15-minute Shift for example, your entire Shift would only consist of 1 single Callout if you had to manually transport 4+ patients from one scene.
This ended up feeling more like a chore than a fun, engaging experience. It actually felt punishing if you reached this scene at the tail end of a Shift and *had* to leave behind other people or be penalized for going into Overtime, for example.
Instead, we chose to imply all patients are being transported after you leave the scene. This implication is not very clear in the game and is something we are considering options for after release. Perhaps an option of calling in Backup as you're leaving a scene, knowing that those patients will be treated shortly after you depart.
In general, you triage all the pts then treat the pt with the most serious, but survivable injuries. ex: depending on the injuries and the resources available, you might not do CPR if you have a bunch of people bleeding. Yes, it may mean that the CPR pt dies, but if you are the only one on scene and take time with CPR, the other bleeding pts may bleed out. Triage with limited resources is not fun.
There's more to it, but this is the basic idea. stubbed toe waits, arterial bleeds go quickly..after you tourniquet them. as an example.
There are also triage tags. Maybe you can implement those?
I would definitely implement a backup button. You would not typically leave a pt on scene without someone else there to handle care.
Eitheir have the player call backup and have it arrive before leaving. Maybe even have the player assign the pts? If not, then the player should take the most critical one.
https://my.nacongaming.com/en-US/support/game/ambulance
That's exactly how we designed Ambulance Life. Triage tags exist for any scenario where players find multiple patients, whether it's a standard Shift or a Catastrophic Shift.
The new update made it a little easier to understand with a new triage tag widget, but once you assess and diagnose a patient, players should assign a tag based on their urgency:
🟢 Not in need of care
🟡 In need of care, but not emergent
🔴 In need of care, emergent
⚫ Dead or can't be saved
The order of care in a multi-patient scenario is designed like the following in Ambulance Life:
Our idea would add one more step to these scenarios, which would be "Call for Backup". Or, also, possibly adding more detailed player guidance to make it more clear what players are expected to do and how to perform well based on this gameplay loop.
That's cool.
I should have mentioned that I don't actually have the game yet, my response was in general without knowing that you actually implemented already!
Looking forward to picking this up...eventually..
It's been a minute since I rode and I do miss it so this should hopefully scratch the itch.
Will most likely be a while until I can afford it though so I'll have to live vicariously through videos and discussions!
No pressure, but I'll drop it here in case you wanna stop by: https://discord.gg/AesirInteractive