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I think my main critique is the level design. I saw your comment below about the nightmare that repeats itself and that's a really cool idea, but it's a tricky one to pull off in a black and white colour palette with limited assets, without the time to create clearer landmarks that show the world repeating itself. The river to the north did not read as crossable at all, I would have not gone over it if I hadn't read another comment below. So you have a situation where the way north seems like the only way not to go, leading players to wander endlessly through the east, west and south! 

I liked the art style and concept, but I don't think I really fully got the hang of pinpointing where the ghosts are (though I think that improved the more I replayed hehe). I found it easiest to wait for them to be right on top of me rather than trying to pinpoint them at a location in the distance. I'd be curious how this might play with other projectile or weapon types. 

If you use the mirror, you can see the path in the river spoiler I hoped players will spam the mirror and see the path revealed.

Thanks for the constructive criticism. Agreed, without hints and indication of progress, it’s hard to discover what do next, especially at a jam where you have 10 games to playtest.

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I’m super happy you were able to make it to the river. That requires skill.

I was hoping the secret path in the river... Spoiler
... was going to be a sweet aha moment. It is hard to deliver those where it is both not frustrating and satisfying. I'm grateful you playtested and that I can pay attention to what you say and make better gaming experiences. I feel this kind of game would benefit for some in-game hints, for instance, the character could say something to grab your attention after x seconds or indicate that you are indeed on the right track.

Ohhh I see! That river "aha moment" is a really cool idea!