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(+1)

lmao, I'm glad you didn't lost it and thank you, this was very insightful!
The ghouls are pretty bad, true. They're too difficult to dodge, when they de-aggro they tend to stay for too long near the locker coz they don't have a "leash" or anything that would make them leave the room, not to mention all the times I struggled with their pathfinding which might still be a bit buggy. I'm thinking of making them more forgiving/easier to sneak past them and fix stuff that make them so relentless and a pain in the ass.

When it comes to the dash ability, yeah I should probably replace it with a sprint and give her an invisible stamina bar and the more it would deplete it would make Uchiko look more sweaty and tired. Aside from sprinting, the idea of giving her a resource to manage makes me excited but I don't have an idea what it could be used for. I'll keep that in mind.

When it comes to boxes, the idea for them is that they are supposed to be used as cover when sneaking around and as barricades, especially for placing them near a door, but they are also supposed to be a potential obstacle when you get chased by an enemy. The reason the boxes are so easy to destroy by the ghouls is coz I thought that if the ghouls wouldn't be able to destroy them easily, it wouldn't look scary. I think it's okay for the boxes to be more sturdy. I'm thinking of making different types of boxes (light, heavy) and change the way the player picks up boxes, coz yea, picking up 3 boxes at once is silly.

Nah you're right that getting to see the ghouls is basically game over, I need to slow down the pace of the game while giving the player something to do so that people dont get bored to death, but that's the thing, I want the game to have more mechanics and since those weren't implemented yet, I made this version more about fast chases to not waste the player's time.

Yeah you're right that the single outfit pieces are a bit underwhelming and there should be full heal sets. I think the game should have both, that way a full heal set could work as a reward, for example for exploring areas or for enduring tougher moments, while single pieces would keep you alive but also keep you on your toes.

I actually thought about making outfits with bonuses/abilities but the idea of balancing them around having fewer pieces is genius! Thank you!

Again, thank you for your thoughts! People like you give me motivation to keep on working on my projects!

(+1)

Maybe something like a fear meter? Being chased by ghouls drains it while the pickups like the figurine, doujin, and alcohol refill it? If it drops low enough you have to do one of those wiggle break outs where you spam a and d and if you break out before dying it refills half the meter. It'd force escaping rather than just running straight through cause you'd actually have to ditch ghouls than just outrun them perma, or maybe while you have low fear ghouls hear or something and open the locker and you get a scene or something (like uhh dead by daylight locker kills if i had to equate it to something) And if you wanted to force a sort of scripted extended chase you could put pickups in the way to refill the fear or smth.

Also yeah, I love giving feedback both completely unhelpful and useless and some a genuine attempt at trying to push games in a direction I think people would enjoy and I think people would just enjoy.. more with this. More scenes, more levels, more enemies, etc etc. Your art is provedly fantastic all it needs now is a place to be put imo