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(3 edits)

Hey there! Overall this has a really strong atmosphere, I was into the vibe pretty much immediately. The foundation is solid, I stayed curious most of the time, just a few UX / pacing / clarity things that added up. (Played on Mac by the way. Installation instructions were clear.)

First impressions / presentation

  • Title screen looks and sounds great! Really strong mood.
  • Cursor SFX gave me Silent Hill vibes which was a nice touch.

Onboarding / readability

  • Disclaimer + intro text came and went too fast for me to read fully.
  • Centered expanding text looks cool but is hard to follow while animating — left-aligned would be way easier to read.
  • Some onboarding icons / prompts could be a bit clearer / bigger.

Also felt like narrative clarity suffered a bit here — mostly because the text is centered + moving while trying to read it, so it’s harder to actually take it in properly.

Controls / feel

  • Shift as dodge felt a bit off for me (I usually expect Shift = sprint). Space feels more natural for dodge/action in WASD + mouse setups.
  • I was using my pinkie for Shift and it’s fine ergonomically, but since it’s a repeated input (dodge timing), it ended up causing some fatigue over time — more just from repeated use than hand position itself.

Gameplay clarity / feedback

  • In the mines, heartbeat SFX when approaching the enemy is great atmosphere-wise, but I wasn’t sure what I was looking at since it didn’t react (this was before activating the first lever).
  • Then it suddenly becomes an active enemy in combat, which felt a bit unclear without earlier setup.
  • Even a small player reaction would help, like:
    • “Hello…?”
    • “He doesn’t seem to notice me… weird…”

Right now it reads a bit like a bug rather than intent.

Pacing

  • Took ~20 minutes to reach first combat. Atmosphere holds it up, but I expected something earlier (maybe ~5 mins) to establish interaction/tension.
  • For a demo, the build-up felt a bit long.

Interaction / UX

  • Some signposts are single-read only — I accidentally skipped one by pressing interact too fast. Would be nice to re-read them.
  • I think the ESC key still actively pauses the game when dismissing a document with the same key. Was that a bug?
  • Switches/levers could use a quick camera pan toward what changed to reinforce progression.

Navigation

  • A few moments where I wasn’t totally sure where to go next. Not necessarily bad, but a bit more directional feedback would help smooth it out.

Overall, really strong first impression! Atmosphere is doing a lot of heavy lifting and I was still interested to keep going.

Main friction points were early pacing, readability during transitions, and control feel (Shift dodge especially).

I stopped mainly due to input fatigue over time rather than lack of interest — I was still curious what comes next. With a few tweaks this could land really well as a demo!

(I’m the guy who commented via LinkedIn btw; thanks for sharing your game)

(+1)

Hello! :)

Thank you very much for taking the time to play the game and for writing such a detailed feedback - I really appreciate it.

  • I'm glad you enjoyed the atmosphere, and that you picked up on the Silent Hill vibes. Aesthetic and mood have been a big focus for me, so that means a lot :)
  • You're right about the centered expanding text - it was a bit of a risky choice. I'll be reviewing that soon, as readability should definitely come first in a story driven game.
  • Thank you for pointing out that the disclaimer is a bit too fast: I wasn't really sure about that.
  • Regarding controls, I agree. I developed most of the game with a controller in mind, and I underestimated how tiring repeated SHIFT inputs could be on keyboard with a pinkie. That's a great catch. I've already uploaded a new build where rolling is mapped to SPACE instead (which also aligns better with games like Enter the Gungeon).
  • About the inactive enemies and the heartbeat: I understand the confusion. The intention is to have more subtle interactions with NPCs outside of cutscenes, but that system isn't fully implemented in this demo yet. Right now it can definitely feel unclear, and I see how it might come across as a bug rather than intentional design.
  • Sorry about the issue with the signposts - I know that can be frustrating. They currently reset when moving away, but other testers also found this unclear, so I'm planning to review that system.
  • Regarding the ESC key: it's technically not a bug, since the inventory is part of the pause menu, but I understand how it can feel unintuitive in that context. I'll take another look at that behavior and see if it can be clearer.
  • You're also absolutely right about switches and levers - clarity there still needs improvement. I'm exploring ways to better communicate changes (like camera feedback or other cues) without breaking immersion.

I'm really glad you stayed interested throughout, even with the friction points. That's honestly very encouraging! :)

And thank you again - your feedback is extremely helpful. You actually pointed out several things I was already thinking about or working on, which is reassuring. Working solo on a project for a long time can make it hard to tell if you're heading in the right direction, so this kind of feedback really helps :)

Hope you'll give the updated version a try! :)

No prob — it was honestly exciting getting to try a fresh demo from a fellow indie dev.

I work in UX, so I know how hard it can be to get real player feedback sometimes, happy to help. Obviously just one perspective though, so take whatever’s useful and ignore the rest.

But yeah, aside from the points of friction I mentioned, the atmosphere is communicated really well — sound, music, even little things like the birds flying past all add a lot.

Looking forward to trying the updated version when it drops. Cheers!