#Game atmosphere
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First of all – you've made a really original and enjoyable game. I'm having a great time with it. I have a few suggestions that I believe could be implemented with relatively low effort but may have a high impact on the overall experience.
🎭 Tone and Identity of the Game
One important question:
Do you want this game to be satirical, with dark humor? If yes, lean into it – the contrast between the grim setting and absurd systems could be very effective. Add more satirical events, propaganda-like UI or ridiculous bureaucratic layers. It can stay fun but smart and ironic.
Or...
Do you want a darker, more dystopian experience – where the player carries a heavy burden?
Then there’s a big opportunity to dive deeper into psychological pressure:
through atmosphere, music, moral ambiguity,
through hard decisions with emotional weight,
and through that feeling of:
- "I can’t stop now. People need me. Just one more day..."*
🔧 Suggestions & Ideas
1. Daily Planning & Supply Management
Right now, supplies can be spawned instantly. It would be more meaningful to schedule deliveries (e.g. daily or every X hours).
If you run out, you’ll need to wait for the next supply drop, adding tension and urgency.
2. Outpost Setup & Staff Management
Allow the player to establish and **expand a camp early in the game** – not a full base-building system, but a light expansion layer inside base management.
Survivors could join or refuse to join based on your morale rating or past decisions.
Introduce roles (e.g. medic, guard, cook). The game could auto-assign a basic schedule or staffing plan, with optional manual override – this would prevent micromanagement in larger outposts while still giving depth.