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(1 edit) (+1)

Unfortunately, the jam won't let me leave a rating due to the queue system.

I would tone down on the text glitch effect.  Maybe have it as a transition effect when entering a new level.

I really liked the minimalist look.  Takes a lot to come up with a unique aesthetic.  It's like you thought what's the absolute least amount of visuals you need.  Though the doors don't exactly fit.  Maybe try to make them more abstract for consistency's sake.

I would add more ambient sfx, for example, get the creatures to make more noise.  It's an important part of horror.

I liked the unique mechanics.  I don't know exactly why, but I was reminded of playing the game, Thief.  But there, fighting guards was a bad idea, you were incentivised to be stealthy.  Personally, I think the core mechanic lends itself more to a stealth puzzle game, where you need to avoid the enemies.  This would also make it more of a horror experience, which too much combat can spoil.  Something more like Alien Isolation.  Or have enemies you can fight, but a type of enemy you have to avoid.  Or perhaps, striking an enemy temporarily incapacitates them?  You would also need to make the levels larger, as a result.

I don't know how it happened, but at one point the game lost mouse capture and I couldn't turn properly.  I tried clicking on the viewport, but the mouse wasn't recaptured.  I kept getting some backtrace error at res://Scripts/sacrifice_sight.gd:34: Condition "!is_inside_tree()" is true. Returning: Transform3D().  You might wanna check that line of code.  When I hit escape, the game paused, but I couldn't unpause it, so had to refresh.  Might be linked to the game losing mouse capture. Try giving players a full screen option, that might help avoid the issue completely.

(+1)

First of all, thanks so much for taking the time to provide such detailed and valuable feedback! I am especially honored by the mention of Thief, it's actually one of my personal favorites, and I always look to it for atmospheric inspiration.

I’ve noted down your suggestions regarding the stealth balance, visuals, and that specific Godot backtrace error. I'll definitely be addressing these bugs and polishing the mechanics for the post-jam build. Thanks again for playing!