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The art has some personality to it, albeit pretty simple, I thought that the tall grass especially looked good when repeated. The lack of sound made me wonder if my pc was muted, only to be jumpscared by the very rare time there is any sound in the game. 

The level design feels a bit like trying to fill up space, making everything seem larger than it had to be and prolonging the game artificially. Especially the path between the house and the farm feels needlessly too long, although the best designed part, the house, is where the player spends the least amount of time in.

Most of the time I felt like I was playing through a novel rather than a game, with mostly dialogue rather than gameplay, which wouldn't be an issue but. The story admittedly didn't evoke any tension or much mystery for me, felt like the entire goats thing was pretty detached from the ending, I'm not sure what purpose it served other than killing time, and although the ending was probably the best part, other than wondering where the dad is, there isn't much build up towards it.

The aesthetics are a highlight, and crafting over 100 lines of dialogue is a task worth commending, just feel there was potential to be uncovered that the 1 week time period didn't allow for.

Thanks for playing and thanks do much for the in-depth comment! To start off,  the lack of sound was unfortunately a result of bad time management, nothing really more to be said with that. The path to the barn was supposed to have a lot more to it, dialogue for every room about the character reminiscing about the past, maze mechanics with the dissecting paths, and a lot more interactables (signs, random debris, etc) that would have filled up the walk to and from a lot more. in the draft/early versions of the scripts, you were to spend much more time in the house exploring the different rooms and even doing some puzzle like mechanics to find your way deeper into either the basement or higher into the attic (which either one you got to would decide the games many outcomes), that had to be scraped and shortened to the game only letting you get to the second floor in which you initiative a "chase" and die. The goats were also supposed to have a more involved role with each of them getting their own separate scene with the player and there would have been many more scenes and instances that would tie the activity of the goats more to what is going on in the house (in the earlier versions of the script of course) but again, this had to be subbed out. Little to no build up was also unfortunately a victim of scrapping and subbing. In short, you are 100% correct in the statement that all of these issues were unfortunately victims to time and had I been given more, I would have done more. Thanks again for the detailed comment, comments like these always make my day, the fact that someone would explore my game so deeply, Thank you so much!