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A little tug of the user to the right direction is okay, but I'd rather just miss the scare than be unable to miss it.
It's not a "scare," it's a plot point and an item drop that is easily missed. It also helps to disarm the player against the ghost a bit and make it less dangerous until the next act when she becomes less not-dangerous.
I see your point, and my friend missed it during his playthrough. So I could see the value in doing something like that for less skilled players. But I think it's important they don't nuder the experience for the rest of us, just because some players need their hands held.
I personally wish they'd take out all the extra hints they put in with the last patch.
I think adding different modes is the best solution.
I've also gotten lost in the game, and spent a long amount of time trying to figure out what to do. But I actually loved it, because getting lost caused me to get really immersed in the world and also increased the likelihood of being chased.
In my opinion, the game is way scarier when you are completely lost.
I am not lost in a good way, I opened every door and just going around the entire house several time, lost in what to do. The magic is gone because of this, totally out of immersion for me. I just want the game/chapter to finish, had the scare of my life and nothing works anymore.
Yea I think the devs should add an easy mode with an button that directs the player where to go (like plays an phone ring audio at the location of progression).
If you're stuck at the part right after getting the camera (which it sounds like you are) use the camera where you saw the ghost girl originally, the camera reveals a hidden path on the floor you need to follow.
Ok thank you! Yeah the game is not hard, just badly designed in some areas I guess. Early access so I have hope they can polish the experience, wich is already unbelievable.
Yea I actually got lost in that spot too because I didn't see the camera lol. So I ran around the house before realizing there was a camera causing the flashes.
But again, for me, it was amazing because I was getting so absorbed into the world. I absolutely love that the game isn't perfectly designed in terms of directing the player. A game feels too much 'on rails' when you're simply trekking from obvious point A to obvious point B.
Again, I think they just need an easier mode for players who want a safety net if they feel too lost.
Something as simple as a button that plays phone ring audio at the location of the next important object or progression point would be perfect for an easier mode.