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Crowsedge

Open-World Survival Horror game with PS2-inspired graphics, set in 1997 in the Appalachian Mountains · By Tetrid Studios

My Review of Crowsedge

A topic by MonkeyJRR created Feb 13, 2025 Views: 76 Replies: 2
Viewing posts 1 to 3

Graphics: 7/10 

(The graphics are good since they're not meant to be "good" but they're meant to be from an old style, such as Ps1 or something of the sort).

  Audio: 8/10 

(The creature's noises terrified me since it came from all angles, I had no clue where it was coming from). 

Gameplay: 4/10 

(Very confusing, I didn't understand what I had to do, and at the end very buggy with the creature clipping through walls and the floor to get me).

  Story: 6/10 

(The story was okay, I understand it's still early in development so I won't give it too harsh of a rating, it could definitely get a rework, overall I like the story, it's not terrible, nor captivating). 

Overall: 6.25/10 

(The game could definitely use more work, again, it is still in the earliest stage of development so I'm not going to give it terrible rating, only on what I see/what I believe it should be given. The game is not bad, but there's little to no instructions other than the main plot of the game "Find your brother", and that's really what I went off of. I walked about 10 minutes just to find the first generator, the next one took me around half an hour to find, and so on. I really like the game, I just don't see the point for most of the stuff, like who is the creature? There's no information about it, and I just presumed the creature was some sort of entity haunting the forest, killing anybody who'd be caught inside it. The game is amazing).

I noticed that I said "Ps1 graphics" that was a typo, I meant to say "Ps2 graphics".

Developer

Thank you very much for the though review, it literally helps me out so much. I actually have been pondering the exact same things you brought up, mainly about gameplay and the story. 

Gameplay: I’m trying to strike a balance between giving the player too much information and not enough information. I want there to be a sense of genuine exploration, without just telling the player “go here”. I’m working on a new update that is going to add much more clarity and direction to help the player understand what they need to do. 

Story: I’m also working on a new system to improve the story. I have a lot of ideas and i’m trying to figure out the best way to accomplish this. I know i need more notes, but that only goes so far. I’m going to be adding in a very extensive voice log system into the game in an update very soon, which i’m hoping will fill in the gaps you mentioned. Not to spoil too much, but they’ll all be recorded by Jacob Caldwell himself.  Also, big thing, i’m going to try and kill two birds with one stone here and make the lore also act as direction for the player. That makes it so collecting voice tapes isn’t just a tacked on side mechanic, it’s an integral part of the game and it makes players WANT to find pieces of lore because they might add a new marker on their map, a new way to use a tool, etc. 

Again, thank you very much for the honest feedback, and i’d absolutely love if you’d play the future updates to continue to give stellar feedback!