Amnesia: The Bunker

Amnesia: The Bunker

MEAT
Repose 7 Aug, 2023 @ 9:26pm
Update V1.2 Suggestions
I'll add onto the last update made for suggestions since it's moved in a better direction since.

Personally though I see no point of the grating there in the starting area to get a pocket bag when there is already enough space provided for carrying items for this small map and what it's asking from you. Pocket bags should be rare or otherwise difficult and felt earned to obtain generally. Item management should be accounted for in developing a map for the player to make use of and adding more should instead help better serve for maps that have larger segments that could require other key items like the wrench, bolt cutters, gas mask, etc together that would then require more space to make use of item combines with those carried key items during the segments. I would remove the other pocket bags and just leave the one in the final room on the wall where the key is.

I would consider changing the blocking of the exit of the crawlspace moved closer to the exit of it that leads to the final room. Currently you can use this as a god spot to avoid the monster entirely in that room if you're caught with him in there since he can't reach you all the way in.

I'd also find another means to make use of that 2nd corpse downstairs that is surrounded by rats in that final room. Perhaps put you could make it so the rats are blocking access to the key with that corpse. Going through this entire run I can go with just using the Molotov to burn the corpse between the stairs and don't see a purpose of picking anything else up. I would also change the sequence where the monster is forced out on you instead happen when you pick up the key so you can make better purpose to the rats and another corpse being there. We're provided with enough resources in the segment of the map that it's doable.

As a final note, we don't need ALL areas of the map able to be lit up. The possibility of having to traverse the dark is what makes the game more tense and enjoyable to succeed in passing. I'd suggest removing the unnecessary flip switch near the door to the exit of the hole that lights up the stairwell and hall upstairs and remove its lights and give that lamp in the corner a purpose. Keep the light that is between the downstairs outside the door though. As well as removing the light source that shines above corpse in the final room. Rats can be easily spotted in the dark so it's no problem spotting them.

*Small bug: The heavy box that blocks the grating in the starting room had some difficulty moving out of the corner at an angle. Not sure why, there wasn't any objects I could see blocking it from moving it.*
Last edited by Repose; 7 Aug, 2023 @ 9:30pm
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Poulet Rôti  [developer] 7 Aug, 2023 @ 11:48pm 
Thank you so much for your feedbacks, you're right on so many points, i'll try my best to make the next update better !
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