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Whisper Beyond The Hollow

A remote farmhouse, seemingly abandoned. Can she really be here? · By tecgothica

So good!

A topic by Tower & Moon created Nov 09, 2020 Views: 130 Replies: 2
Viewing posts 1 to 2
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I don't have a lot of time to play games from this year's jam so I'm glad I chose this one! It was nice and spooky, and the dialogue was pretty good too. I even managed to get nailed by a couple of the jump scares. :)

I know you're looking for bug feedback, but I didn't encounter anything game-breaking. That said, if you want any other thoughts, I would be happy to share.

Developer

Thanks so much for playing! I'm really glad you enjoyed it, I had a lot of fun working on it and I'm looking forward to getting back to it once I have a little breather! Sorry bout the fights heh. If you remember any moments you felt overly confused, lost, or annoyed at the design choices that would always be helpful! I have a few ideas for what needs fixing but always trying to add a little more polish, time permitting :) 

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lol yeah I figured you were aware that the fights were a bit weird, but I was able to figure out that I could crush the bug-things before they got to me, and I'm assuming you'll be including sound effects to emphasize that in the future.

There were two things that stuck out to me as a player. First, when you get into the locked room on the second floor, I had to jump to get across a lamp that was on the floor. It didn't look like something I should have had to jump over. My thinking is that there are two ways to go about solving that: 1) remove or shrink the collision for that prop so you can just walk over it; 2) make it more visually explicit that you have to jump there. Make it a tutorial moment to let the player know that jumping is even an option.

The other thing was that I didn't know where the entrance to the corn field was. The farm is pretty much surrounded by corn, and I walked around the whole level counterclockwise before I found it. I think the specific gate probably just needs a better visual signifier, like some tall fenceposts (vertical lines draw the eye), so the player would see the gate the minute they get out of the car.

Now, if I haven't already, I'm gonna follow this project and keep my eye on updates. Excited for what's to come! :D