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Hey, I gave the game a play.  I'll say you nailed the Zelda/horror vibe.  I never played silent hill, but the world almost had an Elden Ring vibe, at least the prolog part which is what I played.   

I played about 45 minutes, but didn't get too far because I had a lot of trouble with the initial platforming.  I would say it would improve things to make the player's jump bigger, add some more coyote time, and maybe shorten some of the jumps.  Also maybe make grabbing ledges more forgiving, or just have it always grab a ledge.  I missed a lot of jumps that should have been easy, so however you can improve that, especially for the opening world, would be great.

I also was frustrated by the second puzzle where you have to put rocks down to rase the lever.  When I first jumped on it, it didn't seem to move at all, so I didn't think it would work to put the stones there.  I guess I should have known based on the rock pile, but I spent a lot of time searching around before trying again.  Also, once I figured it out, i lost a crop of rocks because when the lever went down they fell.  

One other piece that was a bit iffy is the camera when you get near walls.  It tended to go wonky and sometimes made it hard to maneuver away.

And it seemed like a bug, but I couldn't crouch with ctrl (but ctrl worked for dropping rocks?).  It didn't matter since I rolled to get under the branch, but I wanted to note it.

I'll say you've got a really great base in terms of a world and idea here, and I'm planning on playing more now that I have more of a hang of it.  I also like that I think you had a secret door where I would need a bomb or something to get through, I love that kind of Metroidvania type world.  I think for now focusing on getting the camera and controls really tight is where you would see the most benefit in my mind.  Hope this helps, and let me know if you have any questions!

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Thanks a lot for the feedback! Yeah that 3rd person camera has been a thorn at my side for some time now... Should be alot better by the next update. The platforming seeming unfair has also been a common issue, I do like my games gritty but seems like I need to lower the bar a tad bit. 

I second seesaw should move and make a thump on impact after jumping on it,  but might not be obvious enough. Might increase the feedback later.

Crouching should work just by "Tapping Crt" (Clicking and releasing).  "Holding Crt" + Left or Right mouse click should drop the item in the corresponding hand. Is not a common input system but I really like the idea of dropping and grabbing items in tense life threatening situations. I does work a lot better with "Gamepad" though. ( Right and left bumpers for dropping items from corresponding hands and Click Left Stick for crouching.) Might change the keyboard inputs if I find a better implementation.

Welp lets keep grinding, cheers!

(+1)

Ok, I made it through the second part of the opening act.  I felt a little better about these.  I probably missed this in the first part, but I like the little ghost guys giving you hints about what you're supposed to do (on the swinging platform is where I noticed him).  One question I have is, can you relight the torch with the camp fire?  If yes, I couldn't figure it out.  There was enough time to run from where you get it, but I didn't make it the first time, but it seemed like it should relight, but maybe not.   Anyway, I like the physics puzzle mechanics you're setting up.  I especially like the swinging platforms and the sense of momentum you get.  

Really glad you liked the swinging spirit, hopefully in the future Ill add more spirits doing clumsy/useful stuff. In theory you should be able to light the torches with any fire source, but you  might need to crouch with campfires, or drop the torch close enough.  Eventually I would like to mix and match all off these mechanics inside more grusome and darker dungeons but first to get everything tuned and feeling right. Thanks a lot for the comment!