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Player Experience Update

[p]My goal with this update is to enhance the experience for everyone, including more casual players.[/p][p]As I continue developing my third game, The Butler, I’m learning more with each update. I want my games to offer challenge, not frustration, and to feel tense and rewarding without becoming overwhelming.[/p][p]Many of the changes in this update are a direct result of player feedback, and I truly appreciate everyone who has taken the time to share their thoughts and experiences.[/p][p]Thank you all for the great feedback and continued support, it genuinely helps shape the game.[/p][p][/p]
The Update:
[p][/p][p]Enemy AI & Gameplay Improvements[/p]
  • [p]AI Grace Period Added
    Enemies now have a short grace period before reacting to the player’s light or when the player is standing in lit areas. This gives players a brief moment to notice the threat and turn off their light before being detected.[/p]
  • [p]Sprint Behavior Updated During Chases
    Players can now always sprint during chase sequences. Sprinting no longer requires the enemy to be actively chasing you to activate. (But sprint only becomes available during certain parts of the game)[/p]
  • [p]Improved Running Feedback
    Player run speed and camera shake have been adjusted to better convey the feeling of running.[/p]
  • [p]Slight Walk Speed Increase
    Player walking speed has been slightly increased for smoother exploration.[/p]
[p]Story & Atmosphere[/p]
  • [p]Lore Text Adjustments
    Some longer lore entries have been shortened to improve readability while preserving key story details.[/p]
[p]Chapter-Specific Changes[/p]
  • [p]Chapter 2 Enemy Adjustment
    Reduced the chance of the enemy blowing out candles, making encounters feel more balanced and less random.[/p]
[p]Inspection & Visuals[/p]
  • [p]Improved Zoom Inspection
    Increased the field of view while using the zoom feature, allowing players to better inspect key items.[/p]
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