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- when text is writing on the screen, it all of a sudden flips the word to the next row.  Instead it should pre-calcuate which row it will be on OR hyphenate the word

- the handwritten notes cursive font is hard to read.  Maybe choose a different one and/or add the option to use very legible fonts instead.  Oops, nevermind: the "read" button makes it very legible.  I expected that to read it audibly.

- I would choose a more artistic way to make the buttons.  It just looks like Arial font with pipes between them (Zoom | Read | Back) and the hover effect is not centered and the whole thing is very jarring when compared to the rest of the game.  Maybe do something like the VHS timestamp lettering and a box that goes around it when hovering

- I accidentally used the oil for my lamp because i'm so used to hitting F for crouching in other games.  Since oil is so essential, perhaps it should be something you do in inventory so you don't use up the oil by mistake like I did

- I couldn't find the key in the second level despite going over the whole thing 4 times (hugging left wall, hugging right wall, looking up the whole time, looking down the whole time).  I like the atmosphere, and I am a big Thief fan (include the fan-made missions), so I rather like reading bits of paper to slowly unravel the story.  But so far (just 2 levels), it's a bit "samey" visually, which is OK as it's slowly ramping up, but I kinda felt like the intro text already rushed us into the story.  So maybe the intro text could be more cryptic, just saying you are sent to find out what happened to the miners and if maybe they are still there, and don't give the character's suspicious away and rather let the player make their suspicions build throughout the game.

I also got stuck once behind some rocks where I probably shouldn't have been and since there is no jumping/climbing I couldn't get out and had to restart the level :(

But all in all it's my kind of game and I will have to go about finding that key to see how the story progresses...

(+1)

Thanks a lot for playing and the feedback, I really appreciate you taking the time to write all of this out.

A lot of this is useful. The text wrapping and note UI are both fair points that I can look into. The oil use is a understandable comment if you have that muscle memory but I dont think I want to add an extra menu or step for the players to have to use a vital action, I can look into making the button press clearer on the UI itself.

The second level key and getting stuck behind rocks are both especially helpful to hear. Its abit out of the way at the end of a tunnel, I can look at making that abit clearer and the rock issue is absolutely the kind of thing I want to catch and fix.

I fully appreciate what you mean regarding the intro potentially giving a rushed impression but see if you feel the same once you've completed the game.

Really glad the atmosphere and note-driven storytelling are working for you overall, and I appreciate you sticking with it. Feedback like this helps a lot.

I can put out an update for this within the next day or two and then let you know so you can continue whenever you'd like to / have time.

Thank you again