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(+1)

Thank you for the feedback. I agree with everything. 

I decided I wanted an old-school synthesized voice, but voices were one of last things to go in. When I realized you couldn't understand them with the synthesizer I was using, I just tried to alter the dialogue as much as I could to make it work with the voice (I ended up making the dialog have nothing to do with Fatal Frame's actual plot as a result), but alas it's still not all understandable. Subtitles were considered and have a (admittedly bad) reason I didn't use them - they wouldn't work with the tiny resolution.

Obviously there's a readability issue in general, largely a result of the lighting. I don't regret doing lighting - out of everything it's the thing that in my mind most sets my game apart from other 1D experiences out there, at least that I've seen. But I could've done that better. I think making the key actually emit light instead of just blinking a lighter color, which is dulled by the shadows, would have helped a lot.

(+1)

No worries.

Ahh all that makes a lot more sense, caught by the gotchas of a gamejam time frame etc. Well you mention trying it again so hopefully you get to improve the voice and/or subtitle resolution availability if you do go through with that.

Yeah I agree, the lighting gave it a great atmosphere, if you could improve the readability while keeping the lighting that would be ideal. It emitting light is definitely another good way to signify its importance without needing to connect it to the idea/color of a key. If you could possibly have the glow and the color light besides the locked doors match, to indicate what door is unlocked with it that could be even better.

Looks like you were already able to learn a lot from the experience making this, so best of luck giving it another go if you do.