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(1 edit)

Main thoughts:
1) I, personally did not like the introduction man. He's a bit creepy and off putting, which I'm guessing is the point, but he also doesn't seem to match the art style of the rest of the game which looks kind of like a cutesy RPG. I was expected a horror game based on the opening scene.
2) Invisible walls made it hard for me to tell where I could/should go (you're probably already aware of this).
3) The tutorial dude for the mouse and keyboard says that 'z' is for throwing, but 'z' is for a dash, and 'x' is for throwing. That took me a while to figure out.

It's obviously not close to finished; but I enjoyed the vibe.
The visuals for the setting, the art for main character, and the music really put me in a "chill and explore" kinda mood.
I wanted to keep exploring the world and chatting to grey blobs; but, unfortunately, I fell through the floor past the locked gate, multiple times (i.e. multiple floors), before eventually ending up in a white void that I assume is for testing only.

Oh! Also, if you die and restart, your health continues to show 0/7 until the next time you are hit.

Thanks for the feedback, I'm in a very exploratory position on this game still so it's very helpful.


1). Lowkey it's meant to have more horror aspects in it than it currently does, but I am definitely still trying to find the right balance and tone for it. I think maybe having him be the first thing you see is maybe setting the tone in the wrong way potentially? It doesn't help that my normal style is very cutesy so my intent is to have something very eclectic but maybe need to work up to it? idk, it's still so early on in theory crafting it.

The white void is for testing yeah, unfortunately it was so close to the jam ending I just needed the door to teleport you somewhere, I do kinda see now that while I like the falling through the floors, it does make it impossible to go back and explor for more of what you missed

(+1)

Yeah, I don’t know exactly what the vibe you’re going for is here since it’s so early, but I do think Mr. Manager would be a lot more impactful if you’ve spent some time in a more serene and pleasantly illustrated area for a while and then he’s brought in to disrupt the setting.

With all the invisible barriers and intangible floors it was hard to tell where I was expected to go! I like the aesthetics you’re setting up here and I’d love to play a game where I get to explore a place as this robot mouse, but aside from that I think it’s too soon for me to give feedback. Keep going! And keep us updated. :)

If you ever wanna talk about tone and story stuff I’d be happy to chat about it, I love this kind of thing.

(1 edit)

I've thought about this more, and I had a similar-ish idea.
Instead of showing all of Mr. Manager in one go, how about partial reveals?

Like, it's all black, and *someone* is talking to you, but you can't see who.
Then maybe some eyes in the dark are visible.
After a little while, you swear you saw one eye change colour.
Then the light are on (but he's not swapping assets yet), so he looks offputting, but maybe he's got injuries in the backstory?
Then, finally, all the moving bits and assets swaps are going for the last part of the dialogue, adding the climax to the transformation.

You'd need to have the dialouge and background music match the tension level of the visuals; but that would be my suggestion for making Mr. Manager more impactful at the start of the game.
At the moment I find him less scary, and more just gross and confusing; but I think that's because of the missing tension I've just tried to explain.
A reference interaction for the sort of feeling I'm describing would be the opening conversation with Flowey in UnderTale; but with more layers.