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Awesome! The atmosphere was great and the enemy was proper scary. I did manage to get through the first time without even seeing them, but went back cause I wanted to see how they worked. The FOV on the camera being extra high gives it a real surreal feel. The texture work with the eyes in the wall and the little tendrils and even just simple things like the way the bottles look all sticky is fantastic. The sound effects were very good. I really did like that brick sound effect, so visceral.

Thanks for playing! That's really funny that the enemy did such a bad job hunting for you. I guess that's one drawback of having the enemy patrol random points on the map. I made two different patrol systems, one where it patrolled points near the player and one where it patrolled randomly... I found the former to be a bit too aggressive, and the latter to be a bit too easy (I went with too easy to make it accessible). I'm sure there's a perfect middle there somewhere that I could have implemented with enough time, but alas!

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100%. Going with the easier route is always good. You can always add in the harder AI as a different difficulty levels. I think random patrol points is good, but if you are looking to make changes later, you could have it so that unlocking the door aggros the guy no matter where he is, so you force the player to interact with the hit and hide mechanic. 

Great suggestions!

Knowing myself I probably won't give myself the time to revisit this project, but I do like the idea of offering a harder and scarier experience (especially after playing your entry, which was terrifying :D)