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(+1)

I wanted to play more, but a few things made it really difficult for me, so here is my feedback after trying the game a couple of times :3

Things that were hard for me
• I couldn’t speed up or skip the dialogue, so replays take a lot of time
• Fullscreen doesn’t work for me
• The mouse sensitivity is extremely high, even a tiny touch sends the camera flying (I’m on a MacBook trackpad, so I can’t adjust it)
• The camera has no collision and clips through walls, so sometimes I could see outside the level
• It’s hard to understand the right moment to jump because I only see half of the character’s head
• I didn’t expect the loud audio jumpscares, they were much louder than the cutscene audio

What I liked
• The coin-flip mechanic is actually super fun, I didn’t expect it to be this satisfying — I really want to recreate something similar in my own project soon
• I really like the main idea and the fact that you made this in full 3D with an opening cutscene
• The style, the level and the whole vibe are very cool
• I can feel that there is a fun experience here, but my motion sickness + the sensitivity made it hard to continue

I will definitely try the game again after the jam ends, because I’m sure you will polish some of these things.
Wishing you the best, the idea is genuinely great — even though I couldn’t enjoy it fully, I can feel the potential :3

(+1)

oh thanks for playing and reviewing so well! yeah so

  • expected the sounds to be loud for some, was the volume sliders not working? 
  • yeah fullscreen is something i still need to figure out
  • hmm yeah camera sensitivity slider should have worked in the settings (esc) but totally could be better
  • yeah first time figuring out a 3rd person camera implementation, and couldn't figure out a simple way to prevent clipping sadly. maybe if i factored in the shape of the camera or something
  • yeah sorry for that, jumping part was kind of an afterthought LOL
(+1)

Thank you for the detailed reply

About the volume sliders. They were probably fine, I just did not touch the settings at first. I hit Play right away because I wanted that quick “time to fun” and only then found out that the jumpscares are much louder than the cutscene audio

Escape in the WebGL build is a bit rough for me. In the browser it pulls me out of the game window instead of opening the menu. I made the same mistake in my own WebGL project once, so I totally understand

The camera and jumping are also understandable for a first third person try in a jam. I only described how it feels from the player side. Most players do not think about time limits, they just see what is on screen. That is not meant as an attack, just a small bit of design experience I wanted to share

If you ever want help with the fullscreen issue on WebGL I can share my template on GitHub after the jam. I worked with Unity WebGL before and remember the pain. Good luck with the game, the idea is really cool and I still want to come back to it after the jam :3