Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on.
As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action.
What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes.
Now I try to put my mind at ease, hoping that more people like ALBEDO :)
NOW: In the upcoming weeks I’ll update the game till the final release. In the current version, some of difficulty issues were fixed…In the coming update, lots of hints, texts and descriptions have been changed to smooth the learning curve. The first room should be a lot of easier to pass now.
BTW Let me know, specifically, what you think about difficult. Give me suggestions advice. Be part of development with me. The ancient meaning of ‘Early Access’ was this one. I believe in it.
Immediately after this DEV DIARY, I'll post to collect specific suggestions about difficulty level.
It is always difficult to close a post, I love to write for you and receive your feedback, but the cave is calling me. I have to finish ALBEDO.
Time is running out, but now I have a time machine!
ROCK’N ROLL and HF!