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(+1)

I really tried to finish this game, but it just doesn't let me... 

First of all, the house has a shit ton of rooms and I have some questions. Why are the windows open when they just kill you? Why does my inventory gets deleted when entering the house (note and key)? Why are 4 enemies spawning in the right room on the first floor? 

Btw, the last question was were the game just didn't let me progress. Sometimes I managed to kill one of the enemies, but for the second one my reload was too slow and I couldn't go back through the door. On some other tries I directly spawned in the enemy and died.

Getting send back to the start of the house was very tedious and got annoying very fast. Especially due to what seemed like a bug to me.

I never found out what all the keys and the flashlight I found were used for. I really wanted to finish the game.

Regarding your implementation of the theme. It fits but it doesn't really add to the game because I can just spam the Q button anyway.

(+1)

Yeah, the answer to all of your questions is that we screwed up. We let the development of the house last and didn't have time to truly finish it.

The last room was supposed to always kill you, but then a cutscene should have played where it showed that you were just a toy to the entity controlling you and they always killed you and put you at the start of the game, starting another loop all over again, showing that you really didn't have controll how you play the game. But of course we screwed up that too.

The inventory, I have no ideea why it is deleted, it shouldn't. But at least they aren't that important. The first part was just a little tutorial anyway.

About the windows, the ideea was that you jumped out of them, but, and now say it to me, we screwed that up. The screen where it explains what killed you isn't playing correctly. Of course, you shouldn't have died by jumping from the ground floor. The house was supposed to be more trippy, where you enter a room on the second floor and you find you are suddenly on the 10th floor or on a skyscraper, but...

The "calm" mechanic, true, is unbalanced as hell. You shouldn't be able spam it.

And the flash light is kinda shoehorned in. I have no ideea why it was implemented tbh. I woke up from a nap and here it was implemented by the others. So I had to at least make it work. 

There should have been 2 keys and 2 blocked doors, one that was with the gun and the other with the flashlight. It is possible that we screwed this up too. I also forgot to add an enemy guarding the flashlight key.

This all is to say is that we  screwed up big time. We created all the mechanic independently and when it was time to put them together all broke.

Thank you for the feed back and I'm sorry you couldn't play our vision. We tried. 

(+1)

Sounds like a typical feature creep issue to me, which is completely fine for game jams. Especially when you are not very experienced yet. Stitching different parts together at the end is always critical, but I have to admit that we did the same this time because similar to the name of our game "Chaos Commute" our workflow also was a little bit chaotic. First time attending with a team of 7 people. We also fucked up the end of our game, but you have to play it yourself to find out :D

Anyway, as long as you had a good time during the jam and maybe learned something during it, the time was worth it. Keep going and maybe we see each other at the next jam.