Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+2)

This was such an awesome game. I went in very low low expectations, honestly. "Oh, a first person 'PS1' style horror game. Looks like a plain 'walking sim,' too." Also, obviously being inspired by the Loveland Frog cryptid, that didn't help (kind of the goofiest cryptid.)

However I was so impressed. The spooks and scares were very slow and immersive. Turning on stoves, TVs, sinks... they're little and don't add to "gameplay," but when they're in games they're a treat. But it got me more "into" the environment. I had a little "oh dang" moment when I could walk through the the swings and they rattled. Honestly you never see stuff like this in indie games of this style.

And that made the scares even more engaging. It wasn't the unraveling of the plot through "notes," but the creeping realization of what's happening. And the SOUND DESIGN. Again, you don't get great horror sound design in a lot of indie horror, and I find that for me is what elevates a horror game.

There never really any cheap jump scares. No "ARGH" scary JPEG. They felt earned and not really childish.

(SPOILERS FOR PUZZLES BELOW)

My main criticism is the puzzles and pacing. The puzzles themselves were simple, but the layout of the levels made it hard to figure out what to do. I was wandering for a good while a lot going "where the fuck is that key?" I starting getting into the equivalent of "rub all items on the puzzle" in point and click games. It did kill the pacing a bit which got in the way of the spooks. A solution to that would be more clear labeling of puzzle items. Not leaving them in the path, but better positioned so they're less easily missed. The key left on the broken windowsill was very annoying. Keep in mind where the player may be moving or looking. I think the game may be too dark, and the trailer park is a bit awkwardly laid out. For the full game, I suggest working with environmental lighting and layout for puzzles, not only to lessen frustration in puzzles but keep the pace to make it scarier.

Also, you could sometimes grab things through walls or tables, FYI.

So, in short, I was blown away. The use of sound design and earned spooks made the game very immersive and the story and spooks weren't spoon fed. The main issue is the awkward key-finding and darkness which added some frustration. But my heart was beating a good bit, and it wasn't my hypertension.

helpme helpme helpme helpme helpme helpme helpme helpme

(+1)

Fantastic review! We really appreciate that you took the time to play Loveland and provide us with some excellent feedback.

We are currently working on a complete overhaul on how the keys are obtained and used throughout the Trailer Park. It should be a much more smooth experience once the final version is released!

(+1)

I agree with this. The key in the jar was fine, I had no problem with that. The one in the frogshine room was okay too. The one I had an issue with was the one in the room with the frog lady, since I was coming in from the back door each time I managed to miss it on 4 or 5 passes through because it doesn't light up well from that angle. I'd advise adding a little sparkle or something to collectibles.

Speaking of items, I couldn't find the vinegar, is it actually in the demo?