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(+1)

Interesting idea, nice art. Just a few suggestions:

  1. Make it more clear in the instructions what will happen/what your goal is. Put controls (WASD, E to resist and interact) explicitly in there instead of just assuming players know. 
  2. Tell players that the first part is a cutscene and that a doctor will come pick you up (because I thought for a good minute that the game was broken since no key could open that door). You can do this subtly, like with an automatic voice beeping to "Please Wait for your appointment" at the beginning. Also makes it much more ominous knowing something is coming
  3. Show silhouettes of the clues not found (like greyed out versions of them). This way, players can know what to anticipate when searching for them, instead of just running away wildly and clicking E 

Loved that resisting the doctor was more than just E spam, and required some precision. Bloodstains also help the vibe a lot

thx so much <3 added instructions!