Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Played through the game. I think it had difficulty communicating purpose to the player. Who was I? What was I doing in the house? What was chasing me? Were there any strategic choices to be made? What did the smoke particles indicate? Were there objectives to complete (besides survive)? What did my stamina bar do? I quickly found myself wandering the house without a real purpose, occasionally getting killed by the monster with very little explanation. I thought that the intro where you cross a street with floating text around you was a very good format for communicating purpose and story with the player, but once the actual gameplay starts that format is no longer used.

Other problems were more technical. For instance, when the player moves in diagonals by pressing two move keys at once, the player's speed is doubled. This is a common mistake that many devs make, but it can be solved fairly simply by normalizing the two vectors. In a game where speed is a big factor, this bug can be game-breaking. The clock also stopped at a certain point in time, making the game impossible to beat.

I see some potential in this game (I really liked the intro scene!), but it really needs some polishing to make it shine. I can't say what that polish is as that again really requires better communication. I'm still not sure what the format or direction of the game is, and so I can't tell what's a feature, a bug, or design choice.

I hope this was helpful and that this becomes something great in the future :)

Thank you for the info! I noticed that the game wasn't the greatest at storytelling or just teaching the player how to play pretty quickly in development (specifically when I did playtesting) But yeah, thanks!