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(+1)

I really like the movement mechanics and the feeling of momentum, which can be stopped by hunkering down. The music adds some nice tension, but gets repetitive after a while. Some SFX and further polish would certainly help if you were to continue developing this idea.

I didn't really see the purpose of the yellow bar at the top. I noticed it slowly depleted whilst moving, and went down quickly whilst holding "Q" to flare, but it didn't seem to recharge when you didn't do these things and when empty it just automatically fills up again without any explanation. So don't really see the point of it...what am i missing?

Otherwise well done for incorporating both the TRICK and TREAT mechanics in too! good stuff!

Thanks for playing and the feedback!
The yellow bar is actually the health bar and the player's light, and it works like a timer. Candles are there to refill it and also act as checkpoints. The light depletes over time, and yes, flaring it speeds up the depletion.

When the bar goes to 0, the player should respawn at the latest checkpoint, but sometimes it just respawns them at their current position. I couldn't figure out why. Sometimes it works, sometimes it doesn't. Maybe a race condition is happening in the code. I'm not sure :(

(+1)

Ah ok, that makes more sense now, i guess that what was happening to me, that i was respawning in my current position. I'm trying to think if i triggered a checkpoint before or not, maybe it happens when there is no previous checkpoint to move the play back to, and instead default to the current position? just a thought.

When there's no previous checkpoint, it should respawn the player at the very beginning. I made that the default, but I've got no clue what really is going on. Thanks for that as well. 😊