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Was a really good game! I really loved the environment and how even though you just started the game, it seems like something seems... Off about the house. The subtle spooky track in the background when you looked at certain notes added to the atmosphere and also loved how the house is super dark and the player needs to turn the light switches on manually. I felt like that added a layer of spookiness to the game and incentivised the player to explore and also look for other notes. (Oh and video down below if anyone is interested!)

The few suggestions I have are- The first one is with the notes. I couldn't see half of them (for example in the bathroom and on the fridge (shown in the video)) and I might have missed it or glanced over it and if I did, I apologise for that. But I felt like they could have been more obvious and more easier to find. If you did want the players to hunt for them, I think a cool way of making them search for them would be through the previous notes themselves. Like maybe mentioning a location subtly in a note might make the player curious to go there and look for the next note and so on and so forth. Just an idea of course, it would be a great way to tie in both exploration as well as the backstory together.

Another suggestion is to use the statues around the house. The notes mention that one must not touch the statue and though they are spot-table around the house, one cannot interact with them in any way. Maybe making them move around or maybe face you whenever you turn away and turn back might add some depth of creepiness in a way. 

Another thing I found a little lackluster is that there is no monster or actual scare. The notes talk up Chronos (or Kronos for the Roman version) but nothing actually happens? Again, I might have missed something, and if I did sorry about that.

Oh also another small thing; the doors were kind of weird. They only opened if you were standing right in front of them and instantly closed when the players moves away from them, and it took some time to get used to the fact that the door clips through the player and then allows them to pass. But it was a little confusing  at first and a more traditional door interaction might be better to make things a little more smooth.

And speaking of the story, I also feel like if you maybe added footsteps when the player starts exploring it would tie in with the note which tells the player that the owner left as you came in. Would make a complete circle and make the player that much more engrossed into the game!

Also the ending was very abrupt and sudden? Maybe I missed something but it happened very randomly and didn't add much to the story. Maybe adding a scene where you are doing the same thing as the previous owner might have made the game go full circle and also incentivised the player to explore and find the notes more as they would understand what the ending meant. And this also makes me think that maybe adding the notes over time would make the game not only longer, but also a lot more engrossing and interesting. Like the first note that you get when you enter the house at the start of the game is the only note for the first day/ night. Then after the player does what they have to and then go to bed, the next day yields another note, and so on and so forth. This would make the story unfold a lot more slower but also a lot more interesting and keep the players hooked and expecting the next thing to happen.

Keep in mind that the above are suggestions, and not saying that the game is bad in any way. In fact I would say the opposite. You've nailed the atmosphere; the dark rooms were really creepy and I was on edge while turning the lights on and also going through them. When the lights went off in the second floor; which I think was a glitch, but even if it was or wasn't I thought it was good and really spooked me when I came out of the room and it was pitch black. And one thing that sets your game apart from others is that you have a really, really, REALLY good story. I mean, I cannot stress how well thought through it was and how well written it was. It was REALLY good. The way each note describes the backstory and hence tells the current story along with it was really well done and very few games achieve this. 

So yeah, it was honestly a great game and worth playing and spending time on. Definitely needs some polishing, but other than that it's a really well made game. Keep up the amazing work and also good luck on future updates and projects and take care!

Hi Lucifer, thanks for the awesome and detailed feedback.

I definitely like the idea of giving clues to the players on where to find the next notes, I feel like I could've gave the notes a more chronological order with that. I'm definitely keeping that in mind in case I make another game similar to this!

I was also hoping to use the statues, and I see many other players also wanted something to happen with the statues, for some reason I convinced myself I would have to pack another 10 massive functions in the level blueprint. In hindsight, I could've made it in it's own blueprint :(. Brain problems.

My devlog also talks about why I made the game with no jumpscares:

Although, I understand horror games do far better with the occasional jumpscare. I think I'd probably include them next time I do a horror game.


The doors was definitely bad, I can't deny that, I'll try to make them more smoother next time. Out of interest what do you mean by traditional doors?

Ooh I like the idea of having footsteps around as we're going about the house, the only thing I thought of was having lights turn on/off, thanks for the suggestion.

Yeah the ending was a failure :'(. There was supposed to be 3 possible endings with 3 end cards to read. Unfortunately it just cuts off, DAMN THESE BUGS!

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Never had a coding experience, so my knowledge about game making is little to none (ironically I literally just downloaded Unity to give it a go just now) so all I can talk about is from the perspective of a player.. That being said, I am quite a fan of putting the story together myself. Not going back over my suggestion; though I still think it would be a cool thing to do, and it would take the game on a different perspective (if that makes sense?) So yeah, I personally liked how the notes were scattered around the place and I as the player had to piece it all together. So your original idea on that part was good! 

And I didn't mean a traditional door, sorry about that. I mean tot say traditional door opening mechanic; a lot of games have doors as a still object which opens when the players clicks on them. The door opens whether the player moves or is standing still and the animation still goes on after the player moves. Other games have this mechanic where the player and their camera freezes while the door opening animations take place. The doors in this game felt more like the latter. And there's nothing wrong in having that type of mechanic! I think that would give this game a little bit creep factor as the payer would have to sit there while control is taken out of their hands and anticipate a scare.

Not all horror games have to have scares! Again, I am a fan of games using atmosphere and ambience to amp up the scare and creep factor of the game rather than using jump scares every now and then to scare the player. I usually do not like bringing up other games in reviews, but a good example of this is a game called Between These Walls. That game definitely has a lot more refining to go to but as I did say in the review of that game, that the atmosphere alone was good enough to make me be on the edge of my seat. Again, I am not comparing games. Each game is their own, and just wanted to reinforce that a game does not need to have jump scares in order to be scary in any way!

And sorry about the bug at the end! Having three endings definitely seemed like a good idea but sorry it didn't work out. And also, I just realised that after watching the video you linked that the player had to rewind the clock every sixty seconds. I didn't know this and thought that it only had to be done once. Maybe adding a sound cue might've been a good thing to make the players understand that they have to keep resetting it? Then again, I think it's a cool thing to not tell the players since you had three endings in mind; one ending which everyone gets. Another ending if players are more careful and understand what they have to do with the clock and the third as you said, escape. But again, understandable that something went wrong, we're all human and sometimes things don't work out and we overlook things. Still a great job on the game on your fourth try I believe? Very well done!

(Also, Chronos/ Kronos/ Cronus was not a god. He was a Titan (Sorry just thought I would mention it.) He did eat Poseidon and Hades but Zues was helped by Rhea; Chronos' wife and then helped his brothers and sister escape. )(Also just another game I thought I would suggest checking out is a game called Bright Memory. This game was made by a person with literally no coding experience and only used the drag and drop feature of Unreal. It's a cool game and thought you might like to see it!)

Also, just realised how long this is, sorry about the long read!