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(+1)

This is a pretty nice game with some good potential, but some fatal flaws really prevent it from reaching that next level.

Pros: 

+ Concept and theme is pretty tight. 

+ Core gameplay is overall fun: finding the buttons, using the pads, finding the door, getting chased by the org thing.

+ Art and sound is very well done. The lighting is super nice, especially how shadows cast themselves around corners as you move.


Cons:

- Unclear final objective. Once you get to that room with the 4 like, dark pads(?) and the ball chasing you, it is really not clear at all what you are supposed to do. The only thing you are taught before you get to that room is to find buttons, use blue pads, and avoid the balls. But there were no pads or buttons, and the dark pads seemed to not do anything.

- Because of the above, and the fact that the game sent you back to the beginning when you died, it didn't feel worth it to me to try and figure out how to beat it, since it was annoying to have to run through the first part of the game all over again. Because of this, I never beat it (even tough I really wanted to).

- Once the light radius shrunk to a certain size, it was basically pointless to try and move since there was no way you could find your way around. So this resulted in, after a certain point, you would just sit there for a good 6 or 7 seconds while you waited for the light to refill itself. The light refilling automatically also completely removed the anxiety of trying to find the pads (but I get why you did it). I'm not sure exactly how, but some type of balancing would help with this.

- Super minor gripes: Collision was a little but janky around the edges, and the black sections of the floor made it seem like some textures didn't load.


But otherwise, very well done for a 72 hour project. I'd defiantly check out a redux version of this :)