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I think visually the atmosphere was well done, but not including audio really made the atmosphere take a hit. A little spooky ambience and the clanking of the monster's legs as it got close to you would've added so much, I think.

I would've appreciated a checkpoint after clearing the purple door considering how easy it is to get caught and killed by the monster. It seemed that the point of the first part was to establish the atmosphere and teach the player about buttons/doors and pulling objects, so that isn't lost to the player if a checkpoint is placed at that door.

The pulling mechanic I think is a really cool way to try and obstruct the monster but it's inconsistent to use especially in the heat of a chase. It seemed that the problem was that you could only pull stuff when you're looking at it. If you could pull things behind you it would be easier to use. 

Overall I think the idea of pulling and pushing stuff to obstruct the monster has a lot of potential so I'd be interested to see what you could do when the idea's more fleshed out. Nice job!

Thanks for giving it a try!

Yeaah, I'm real sad I couldn't get the time to go through audio and include some. I had a buddy who has sound packs and  there's a bunch of good ones there. But I just left the priority too late, and got super caught up making sure you could actually play from start to end, it just ate the last day of development. (only 11 minutes to spare once uploaded, lol)
It's definitely a priority though, and I'll be working on it asap.

Checkpoints too, same as above, really. I didn't get the time to research a decent way of doing it, but knew it was gonna be almost crucial that I included it. So it's a bit unfortunate that it shipped without them.

The pulling too, was a real quick and dirty job done early, that I just stuck with and got used to well developing. But was one I constantly wanted to improve. 

But thanks again for the feedback, I appreciate it!