Player Experience Enhancements and Adjustments


After watching many gameplays online on the game, we decided to revisit the difficulty on Ripped/Apart. We had previously considered the level of frustration that may come from learning the mechanics of the monsters and how to survive them, but ultimately decided that it would be sufficient to only include hints when the player dies. This would, in effect, force the player to attempt the game multiple times to truly learn how to deal with Singe, Key, and Mel. However, the cost was that the game turned from a child's living nightmare to a rage game--which we did not intend. As a result, we took an approach that would help instruct the player indirectly of each monster's "attack" while simultaneously keeping the original feel of being thrown into the unknown fairly the same. 

[The changes]

  • Adjusted the flow of the cutscene at the beginning of the game to not cut off so awkwardly when skipping
  • **Included a "How To Play" drawing at the beginning of the game to ease up on the difficulty of the game
  • Improved player movement and camera to fix mouse sensitivity
  • Updated the thumbnail
  • Removed the controls scene before the intro cutscene

[Fixes and Enhancements]

  • Monsters no longer spawn even though the 12 papers were collected
  • Increased the range of which the flashlight can reach Mel
  • Adjusted accessibility of papers in drawers

Files

rippedapart-win64.zip 93 MB
Version 27 May 24, 2020
rippedapart-mac.zip 93 MB
Version 20 May 24, 2020
rippedapart-linux.zip 94 MB
Version 19 May 24, 2020

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