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(+6)

I think the game is very nice to play. I really appreciate the cold opening that let's you bathe in the game's initial atmosphere so that you can build anticipation. A lot of games tend to be front weighted with very heavy exposition but you were able to avoid that while implying a story/scenario so big kudos to you!

The gun play is very fun and dynamic, might want to add the tip that you can combine ammo to the tutorial.

I think the biggest thing that I would like to see worked on is a reason to fear the monsters. Knowing stuff like deadspace and similar type games you start off with the initial fear of not knowing what's going to happen except you know things are bad. You meet the first enemy and struggle to get past em' leaving you filled with adrenaline. The general suspense continues until you encounter your first death where you just kind of flop over. Once I realized there was no consequence to death and no more implied threat I became unsure as to why the main character fears them (especially considering their behavior in the cinematics)

I think a good solution to the threat issue is to create an aftermath once you've been caught three times:

-I imagine you could do this as an infection style (where you're building up some kind of disease/corruption that will eventually lead to the player being mind controlled/transformed/some punishment to the body)

-Or you could simply have the plant capture the player permanently and either imply no escape or show it

Basically just something to establish the aftermath as something "undesirable" for the main character is enough to establish the plant's ethos as a threat instead of a mild inconvenience.  

I hope your game goes very well for you! It looks great so far!

(+3)

Logged in to reply to this.. I just wanted to say that while I agree with you, making a permadeath system in a porn game discourages exploring the porn side and feels like punishing people for enjoying what they came for.

Oh! I think I should clarify, I don't necessarily mean a permadeath system. Moreso think how the video game Changed displays what happens to your character post-death then you're sent back to your saved area. This keeps the implied threat without actually creating an annoying problem for the player.