Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit) (+1)

I finally beat normal and hard mode, good update, the difficulty is even higher now:

-Glass traps are a good addition, maybe add better model for the future and more interactions with glass (getting pushed into glass for instance). Saiko doesn't even flinch when she steps on glass.

-Bleed mechanic is nice, could use better interaction with Saiko.

-New death animation is really, really good. I hope you're considering adding more animations when you get killed.

-She's getting smarter every update. Juking her in classrooms is definitely harder aside vaulting mechanic, sometimes, she sprints at the door when you're about to leave.

 It's also harder to lose her now, which makes lockers very useful, but also a death trap if you try to use them too quickly, good change as well. 

Ambushes are good are good at first, but closing/opening the door is enough to fool her after you catch on.

-Looking through windows is chilling, you can try and hide by crouching and it will work most of the time as long as you hear her coming and don't hide too late.

-New cameras are good. Not sure how she knows you're on cams, but still a good addition.

-Vaulting mechanic scared the shit out of me the first time it happened, very needed mechanic to avoid her being too easy to juke around tables. Something similar could be done to the large table in IT room (i don't know if she can vault that, but she never tried when i was running around that table) and bookshelves in the library.

-New difficulties are a very good addition, well balanced as well, hard definitely feels like hard and normal like normal.

-Saiko still gets stuck sometimes on doors or objects around the map, but it's not very frequent. I managed to lose her by dancing around a bookshelf once.

-Shoes and medkit are alright, good additions for normal mode.

-Cabinets are nice, more places to hide keys is always good. If you add jumpscares, don't mention in patch notes where they are, it will scare people more easily.


Overall good patch, the only gripe i have with the game is electrical room being very punishing and pretty much a death sentence if you don't lure her out first since there's no space to juke her (4 dead ends). Looking forward to the next patch.

(+1)

If you check the cameras inside and outside of the electrical room, you can figure out which locker she is in. If the camera in the room is green, she is in the left locker when entering. If it is the exterior one, she is in the right one. Sprinting in, flipping the switch, and sprinting out is usually enough to safely get away. The only problem is how often she likes to flip the breaker, at least with me. 

Her speed when chasing can also be a little crazy at times. If she doesn't exit the locker at top speed then it is usually easy to get away from her. 

If you don't want to do that, you can wander around the school until she leaves the room. If anything, it gives you free time to unlock the doors. She doesn't seem to talk when she is hiding in the lockers so it is usually pretty easy to tell when she is back on patrol. 

I usually explore the school while she's inside electrical and wait for her to get out. I didn't know cams changed color that's nice to know. Also you can bait her out by inputting a random password on the keypad in spawn.

So as far as I can tell she doesn't actually use the cameras. She can, however, tell when you are watching her on them. If she catches you on them, she will sprint to the security room. If you don't use them, it doesn't seem to affect the player. The cameras turning green is a bit more useful in my opinion.