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(1 edit)

Wow, feels really polished.

Mechanics are very intuitive. Monster looks cool. 
You managed to create tension really well. 

Though personally feels bit frustrating to loose, especially like round 6, as it takes relatively long time to complete a level .  Loses feeling bit random adds to the frustration. So ig communicating behavior of the cobb like smell, vision and hearing could have been beneficial maybe? But then it would loose some tension so idk. Maybe also reducing the size of fully dark areas in level 6 could be cool as feels bit too punishing.

Overall i really liked it, and i just can't wrap my head around how you did it in such a short time. 

Also conveyor belt is an amazing idea, makes game much less tedious, feels good when coals gets to a destination and can create some memorable moments

There are some ways to tell what Cobb is doing - if he can smell, he will make a sniffing noise at intervals which gets faster the closer the scent is. Also, his eyes are always looking in the direction of what he finds interesting, and intense ambience only plays if he is aggressive. Icons in the top right help with knowing your visibility/noise, but it's up to intuition to know if he can pick up on it.

That being said, I do think more ways to communicate these behaviors could help players and make Cobb feel more alive :P

(Btw, you can always see the rules in the pause menu if you forget what they were.)

Oh wow, a lot of really cool detail.
Ig I was just not attentive enough. 

A great game will encourage players to be attentive, so your feedback is still helpful!