Really interesting concept, but the randomness of the monster's movement and the lack of actions that the player can take makes it that the player can only win by luck rather than strategy which is a shame.
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Shivers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #37 | 3.286 | 3.286 |
Aesthetics | #58 | 3.571 | 3.571 |
Sound Design | #67 | 3.143 | 3.143 |
Enjoyment (Best Game) | #113 | 2.429 | 2.429 |
Story | #118 | 1.714 | 1.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very good aesthetics!
I needed some time to learn how to move, but finally I understood. Anyway, I've died every time I tried to leave the room. It feels like a turn-based game but without turns. I think this game has potential but must be polished before.
The aesthetics are great, but otherwise this game is just not to par.
The control scheme is rather weird and uncomfortable to use, which is the direct cause of the monster getting you repeatedly without much you can do about it as you simply canβt go fast enough.
Furthermore, the audio was out of place and I started off with zero clue on what exactly I am doing.
This is good in concept, but needs to go back to the drawing board!
Hey there! Thank you for playing and for taking the time to write a review <3
We are aware of the control scheme, and we're working on an improved monster AI that will make the game more fair and, consequently, more fun to play.
As for the audio, could you give us some detail? Is it the footsteps? Or another audio queue?
Thank you!
It scares me when the monster comes out the first time! I love the horror atmosphere in this game as well. However the controlling seems has a little bit problem. I can not walking while turning back, which makes me hard to escape from the monster although I've already seen it. :(
Hi! Thank you for playing, and for taking the time to send us your feedback \o/
We absolutely agree with you, and walking in other directions while holding the flashlight in place is indeed something we are going to work on but have sadly run out of time for the jam, so it'll have to wait until the jam review period is over.
Thanks again!
Very nice concept totally ruined by AWFUL controlling schemes. Kinda unplayable tbh :/
Good stuff: Surroundings/art are nice. The concept of the game is fine and simple: classic escape the house with the bad guy
Bad stuff: Oh My God, the controls :C I wasnt able to finish the game because of them. I get that if these were smooth the game would probably be easy, but you went waaay overboard with them =D
Thank you for playing! And for the feedback :)))
The game is tile based and turn based, so you move through the house as if in a board, one tile at a time, and you are only able to move when it's your turn. But you're right: without that information, and without a visual way to understand that the reason you're not moving is just because it's the monster's turn, it can be frustrating. We'll look for ways to make it more explicit in a future version after the evaluation period of the jam is over, and maybe even try and experiment with different moving mechanics.
Again, thank you so much!
Very creepy, although it may have been better if you could only see the monster when he starts getting closer. I wasn't able to play very long because the slowness of the movement and the clunkiness of the controls started to grate on me, but if it had been a bit more refined I could probably play this for a while. Very spooky atmosphere.
Besides the controls, the one problem I had was the footstep sounds. There were too many, nd they went on long after I had moved, which sometimes led me to jump the gun and get killed. There should only be two quick step sounds, the same number of actual steps shown in the animation. Besides those minor gripes, it was a good, fun, and spoopy entry.
Thank you for playing! And thank you for your feedback :)))
(visible monster): yes. we'll fix it in a future version, thank you!
(controls): we totally forgot to mention (and to make it explicit) that the game is tile based and turn based. So you move through the house as if in a board, one tile at a time, and you are only able to move when it's your turn. We wanted to try and see if this would add to the tension, but it does feel a little clunky/frustrating when you don't understand that the reason you're not moving is because the monsters are - which is even harder to understand with no visual feedback and the fact that you can't see the monsters moving. In future versions we'll see if making turns more explicit will improve the experience, or maybe even experiment with other moving mechanics. Thank you!
(footsteps): ah, the joys of last minute changes :D We'll fix it in an upcoming release, after the review period for the jam is over.
Again, thank you so much!
Of course!
If I may make a suggestion... maybe when the monsters are too far away to see or hear, you could move them instantaneously, and the closer they get, the longer it could take for them to move. This would make it so you could move a little more freely around the map when they aren't around, and increase the suspense when they get closer to you. (EDIT: or possibly add a second distinct moving sound clearly different from the character's footsteps to let you know the monsters are moving, which could get louder or softer with distance to provide another form of feedback for the player... regardless, even knowing it was turn/tile based, which I figured out pretty quickly, it still makes the game uncomfortably slow... especially when turning).
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