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Haven't been able to finish yet as it's unexpectedly punishing, so my comment should be taken accordingly:

Gameplay: I love a good complex mechanic system, so I love what you have going on here. Really, the only issues I'd raise are:
1. The game isn't super upfront about its mechanics (knowing that it's based on F&H doesn't help if I haven't played that, and while there is a very well-written tutorial in your items, the game does not tell you that you have that item so you might easily not notice- I died twice before I realized I had started with a key item from the get go and that it contained a tutorial; I wouldn't want a forced tutorial but a clearer indication that you have the book and/or some early NPC/item inspection hints warning you that soul and curse matter as much as flesh would help

2. The balance on how fast you lose soul vs the actual availability of soul restoration items might need some tweaking, it feels a little too easy to run out of soul too soon right now, which wouldn't be as big a deal if not for:

3. Lack of save availability. I assume it exists later in the game based on the "continue" option, but unless I missed something right now it's quite possible to die and lose a decent amount of progress without ever getting to save.

Don't mistake the length of that critique for thinking I felt negatively about gameplay overall, I like what you're doing here overall!

Story: Can't say as much here since I didn't meet many NPCs or other story sources thus far. Your lore seems quite interesting, but it might help to have just a little more context (even if it's just on how much context the protagonist doesn't have, if that makes sense- what does she understand of the situation, is more what i mean) in the intro scene. On a related note, being able to skip the intro would be nice in case of death before saving- was that possible? I didn't notice if so.

Presentation: the uncanniness of the 3D-ish models moving in such a rigid 2D way calls to mind stop motion, and I think it just adds to the unsettling atmosphere. Great example of turning limitations into features, I'd say. Love it.

Enjoyed it enough that I'll be back and possibly revise my comments once I get further!

(+1)

Thanks for the feedback. Here is some advice if you do pick it up again:

You can save anytime for free at the fireplace in an early unlocked room. There is an audio cue that the room is safe but it seems people are missing it.

Game difficulty is based largely on RNG with loot. Once the player knows they can loot from barrels/crates I find the restorative loot to be on the generous side. Of course you can get bad luck, but that's just what that is; bad luck. You can trade with the merchant to get what you want and sell the crap you have an excess of.

You can farm materials from the animated chairs to improve your weapons/armour with the silent craftsman on the second floor. This is a far more effective way of getting ahead of the game's difficulty curve than just blindly grinding off every enemy (will generally make the game harder).

Thanks for playing.

Thanks for the tips!