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A jam submission

Amarok's HowlView game page

Survival horror game made in RPG Maker MZ
Submitted by Beregon — 13 days, 3 hours before the deadline
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Amarok's Howl's itch.io page

What would you like feedback on?
I'd primarily like a feedback on the stealth and chase mechanics - to see if it functions properly, is fun, if it's too easy/hard to avoid/run away from the enemies and if it's easy enough to learn how they work with the current tutorial.

What did you update?
I've added an HP bar visible on the map, revised the stealth and chase mechanics and added a short tutorial.

Name of updated upload (if downloadable)
Amarok's Howl 1.6 For Windows

The browser version has also been updated to the latest version.

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Comments

Submitted(+1)

Hey there! I wasn't able to finish the game today, but I'm going to take another stab at it later when I have more time. (There's a lot of ground to cover!) I don't usually play these kinds of game, but from what I saw, I think the stealth and chase mechanics work decently. The tutorial was helpful.

The chases in general worked well - it really was a mad scramble to get to safety, and I think that really works with the sort of enemies you have in this game. When I got backed into a corner, I felt it was generally my fault, since I didn't pay enough attention to the level layout. The jump is meant to be more of an emergency option, right? It was difficult to get past the wolf children without taking damage, which I think was the intention.

One thing I had a little trouble with was the detection range of the enemies. I felt like I didn't really have a good handle on when they could see me and when they couldn't. Occasionally it seemed like they spotted me as soon as they were on the screen, which made them hard to avoid. Maybe a short grace period would help, where you can avoid getting chased even after they 'spot' you?

Overall, I think this is a pretty cool setup (no pun intended). I definitely enjoyed reading about all the mythology, and I think it makes for some scary monsters.

Developer (1 edit)

Hello, thanks for playing my game! :)

Yeah, the jump was added in later, you are meant to use it in an emergency if you are stuck in a corner or a hallway with an Adlet, so that you can get out of it and not just stand there until your HP drops to 0. That's why you automatically face the Adlet if he catches you. It was originally meant to be more like "push him aside to force yourself through", but I really didn't want to mess with the scripts anymore for fear of somthing breaking and just made it a simple jump. I'll make sure to make it more "realistic" in a future similar project :D

As for the detection range, it's primarily based on "sound", in game terms they can detect you from further away if you are moving (small increase) or running (large increase). They can also detect you from slightly further away if they are literally facing towards you. Were you running in those instances where you think they spotted you as soon as they entered the screen? Overall, the detection range is the one thing I still struggle to get right, so I'm not surprised. The grace period is a good idea! Maybe instead of immediatelly chasing you, they would first go to investigate the place where they first detected you if it happened from far away. That might also work.

Also the keeluts (those black dogs) alert the Adlet to your location if you walk near them. Did you have any problems with them? Were they "too annoying"?

Thanks a lot for the feedback so far, looking forward to more of your thoughts on the game after you finish it, it's not very long and you can actually talk to the NPCs at the "shelter" to ask about the whereabouts of the others and get healed. You probably noticed that already, but just in case :)