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The pacing is a little off but it has the spirit.

I'd recommend spacing better the active sections (in this case the crime scenes) with the more inactive ones (such as walking through halls). I know the hall scenes weren't long per se but in relation to the full length of the game it does feel like too much padding. The game would be more enjoyable if those sections served as connectors between areas instead of the majority of the gameplay itself.

Ideally, this would be done by expanding the exploration. When you go to investigate a crime scene, don't put the objective right in front of the spawnpoint, put it in the back so that the player has to engage and interact more with the environment. Bonus points if said environment was more fleshed out, having things such as NPC dialogues.

In short, since the majority of the game is a linear transition that lays in between scenes, it feels oddly paced and clunky. It's still fairly well designed, it just could use some better arrangement.


(How's that for a bloomin' essay? :p)

Thank you very much, it really means a lot that you took your time to write down some advice! Thanks for the compliments too!