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Alright... this is incredibly bare bones. No title screen, tutorial, or even any sort of controls outside of just movement so far. I do like the character sprite though sadly the enemy has no function yet. But it's a pretty strong start. As for the type of enemies to introduce in the next update, I would probably suggest you plan things out and connect the types of enemies with the sort of school environment that was once present. Whether it is, nurses, teachers, or perhaps a certain type of yokai or spirit. Yūrei come in quite a number of forms, but some pretty popular ones are like: Hanako of the Toilet, Hungry Ghost, Takkaona (Tall Woman) who I am guessing is what inspired the ghostly figure in the title of this game. There's a ton you could utilize and take inspiration from. But I think something that should be worked on is honestly the premise and story. Like, why are we investigating the school? What kinds of rumors, stories, and history does it have. What is it that makes those spirits linger, gather, and want to clap the protagonist's cheeks.

In regards to features, I just want to know what the gameplay's premise will be. How will we combat or avoid the encounters? I would recommend taking some notes not just from something like Fatal Frame but also FromSoftware's Kuon. How will you exactly explore and investigate? If you are taking the route of survival horror, do your best and try not to feel too hampered by expectations of what comes with the genre. My only advice with that is to properly test and find a balance in inventory management that doesn't feel too frustrating or extremely bottle necked. The last thing a player wants to do is run back and forth just to open up 1 slot or something. If there is something I would like to see in terms of weapons would probably have to be of course the camera, I think a simple white ray would work. A Fire Extinguisher would be neat to see, something to halt certain enemies. Salt would be a pretty handy one and something that could also be found in a place like this. But one kind of tool I hope to see would have to be any sort of charms or talismans that help escape any sort of grabs or reduce attacks from the enemies.

It has a pretty decent art presentation so far. Best of luck, I will keep an eye out for this one. Definitely will follow for further updates.

Hachishakusama was who I was thinking of instead of Takkona, but both are quite tall. I do hope you expand a bit more on showing some controls and things to investigate. Even something as simple as a photograph, scrap book, or even a planner. I look forward most to any art or potential combat if and when it is ready (even if it isn't quite there yet in the next build since it seems this is still in its conception phase). Best of luck to you and your team.

(+1)

First of all, thank you for taking the time to share all your ideas!

Yes, we are thinking of adding some more "generic" encounters such as nurses and teachers mixed with unique and known ones like "Hachishakusama" and "Aka Manto" which is the enemy you encounter in the demo. Currently we're working on more sprites for Shizuka and the interaction with ghosts, since it's our first game on the adult genre, it's quite challenging to decide on which route to take since there's so many options, but we're leaning towards grab type animations.

As for the story, we'll definitely expand as the game progresses!

Now, gameplay. Initial plans are for a camera and a knife, there will be two types of enemies: physical beings that you can defeat with the knife and ghosts that can only be affected by the camera, but we still need to develop more on that. The fire extinguisher and salt ideas are amazing, we'll look into it! Also, Kuon is a great example, I have to play it again after posting this, since I never finished it...

Development may be a little slow from now, since we're still new to Unity and game making in general, but we're looking forward to releasing more stuff as we get it done, thank you :D

Development in unity will take time as is any game. I just hope you guys have a good plan for it. Grab-type does fit the bill for what you're going for with the demo so far. One other suggestion but for saving the game if it is considered. Lighting a Candle to signify safety. I take it that with the grabs they'll try to haul off your stuff but something fun to consider for the ghosts would be possession. With salt being a means to shake them off immediately. Either way I look forward to what you and your crew come up with. I just hope you guys don't get hit with that scope creep. But if there was one additional thing to give feedback on, it would have to be smoothness in the movement. As it is right now, it's fine but I hope you can optimize the player movements a little better. the speed was not too much of an issue but the way the camera moved was stiff as was the transitions between the stairs. Best of luck to you and your team. I'll be looking forward to the future development of this game.