Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

This is a fascinating idea! It’s rough around the edges, but I absolutely loved it. I came here from ManlyBadassHero’s video on it because I wanted to play through it myself using the webcam-looking the whole way through. I’m going to give some feedback, but I want to be clear that this is coming from a place of enjoying the game and wanting to see it improve.

My first note is that the game probably shouldn’t be using your webcam as soon as you open it (I noticed my webcam turn on its light immediately), but should instead only use it after you’ve passed the disclaimer and explicitly enabled it.

It would be nice if you could recalibrate one part without needing to reset the whole calibration, but that’s a minor thing.

Then we get to the actual webcam controls. My first note is the delayed inputs - I understand this probably isn’t something that’s within your control, but I felt it should at least be mentioned.

The hand controls are mostly fine - it doesn’t seem like the game tracks which hand has grabbed something, so the climbing sometimes felt weird, but it otherwise doesn’t have any notable issues for me.

Then there’s the head controls. These feel like they could use an improvement, or at least some more options. The base sensitivity ended up being way too high for me. And the big movements, that change where the ‘baseline’ look direction is, felt like they went way too fast. It’d be nice if we could adjust the minimum angle to start the big movements, and also adjust the speed of the big movements. The small movements felt fine, but the big movements being so fast (and requiring such a large angle) made the game feel more difficult to control than it should have.

The monster felt like it moved a little fast at times, especially for a game with a unique control scheme that naturally slows the player down. It would also climb around entire sections, sometimes ending up much closer to the player than they’re able to easily escape.

I’m waiting excitedly to see where this game’s development goes. This control scheme feels like it has a lot of potential, bringing physicality to games without needing things like VR. Good luck!

Thankyou so much on this super detailed feedback!! Don't worry Im working on a major improvement patch for this demo especially the head movement mechanics. Thanks!!!