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(+1)

I appreciate wanting to add platforming elements to this, but I have numerous problems with the additions. Sliding is extremely unreliable and frustrating to use- It's unclear what the game considers fast enough to be 'running', and there's an invisible cooldown keeping you from sliding after you get up from sliding, which can result in getting hit while mashing the S key to slide, or getting stuck between the ghost lady in the chase sequence and the ledge you have to slide under because you get let out of the grab animation only to not be able to move and immediately get grabbed again.

It's also buggy, because after getting the game-over where she catches you and restarting, when you load back in she's chasing you again even though you haven't picked up the item she's chasing you for.

I can see what you're going for, adding in platforming elements and enemies to fight instead of just making it a walking simulator with occasional expansion scenes, but the usage and placement of enemies is more annoying than anything and just kind of gets in the way of what everyone's actually here for- Especially with the janky controls and hitboxes, and ESPECIALLY when an enemy can just appear from nowhere and hit you. That's never satisfying.

The extraneous platforming elements show off what could be good (jumping from walls, for example) but the way this level is set up there's absolutely no reason for the player to engage with them. If they want to see the expansion scene when they get caught, they should just stand still; if they want to see what happens when they escape, they should just run to the right while mashing Z.

The text screen for failure also feels kind of... disappointing? The text progresses really slowly and takes up the whole screen due to the blocky font. If a player fails and just wants to try again, it's really annoying to have to sit through that whole thing just to retry.

Also, I'd argue that expansion should probably be a reward for playing well, not a 'reward' for failing the challenge the game's putting forward.

A lot of people probably won't care about these issues but I think it's possible to make a horny game and a good game at the same time!

(+3)

Well thank you much for ur constructive criticism. But just to imply this was just a project I used to learn the unity engine a little and I figured people would rather have something then nothing. And I state in the description it is very buggy. This was moreso a tech demo for me to see what I COULD do in unity and what i was capable of Learning. It was a learning experience to say the least of it. But the reason why the bugs are all included is because before I could get to fixing them, with what I learned, I actually had a problem and lost all data to the game and source file. So I I only had the finished game and didn't have the file to edit it in the editor. You will be happy to know I did learn a lot with this experience, and I took on a whole 2d to 3d world going on in chapter 2. Mechanics will be tweaked to be more fun. But, as everyone here knows game development for someone who has never done it before and a single man team taking on a project is a task in itself. But I am learning everyday and trying my best of course to make things better as time goes on. But I AM very much aware of all the glitches and bugs, also annoyed MYSELF I lost all the data to fix them. Especially now that I do have the knowledge to fix them easily. I might just rebuild this level in the future but for now, it is for the archive! Gonna keep looking forward to the future and progessing!