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(4 edits) (+1)

I like that you used particles.min.js to draw the lines and dots on the side bars. Good job with the sound design, with a few exceptions. It feels like it's missing some atmospheric music at the beginning, but the SEs are pretty good and there is decent BGM later on.


You should try to avoid showing plain text on a pure black background at the very beginning of the game unless it's just like one or two lines. It's a cold and boring start to any game when you don't at least show a picture in the background for the opening dialog.


In future titles maybe use buttons to run common events, like press 'F' to use the flashlight. This isn't hard to do and you can still have it useable via the menu like this game requires. 


The flashlight is super weak, and too much of the screen is just darkness at any one time. Also the light from the flashlight over exposes the the images behind it. Not sure if this is a blend mode issue or if it's just the alpha of the light color you picked, but honestly it just looks bad. In general all the maps are too dark. I understand you want to set an atmosphere, but you also need to be able to see the screen, because this is a game and you want fun gameplay.  A solution would be to just increase the light radius of everything in the game by a little bit more.


I like your attempt at custom art via the busts and such. Some missed the mark, but for a game jam they're just fine.

The maps have plenty of interaction events and for the most part it feels pretty fleshed out.


The 'combat system' if you can call it that, is a joke. No skills and a simple rat kills you. The first fight you get in you will Game Over.  I now understand why this is defaulted to 'Off'. Just remove it entirely unless you're going to give it at least a modicum of effort. Very disappointing.


I've never been a fan of instant death mechanics they typically just have you backtracking and repeating the same content over and over. I've died in this game many many times already and I'm kind of sick of the cutscenes already.


I find the heartbeat SE to be very unsettling, I'm not sure if that's what you were going for, but regardless I actually really don't like it. At some point (like after dying 6 times) I just turned off the ME.


When you go to the door to enter the passcode (which should have a show choice first)  if you hit enter the game spasms out and you hear the cancel sound effect played every frame until you cancel out. It sounds like a machine gun going off. 


There is a fatal flaw in this game that will result in several UNFAIR game overs. Let me explain how this occurs. The game puts you in a scenario that will instantly game over you when a ghost event touches the player event. The way you avoid this is by getting your flashlight out and shining it on them. BUT the issue here is, it only triggers the 'scared off the ghost with battle flashlight' event if both the ghost event and the player event are facing opposite from one another(They both need to be facing each other). 


So here's the instance where you unfairly game over: 

You 'sneak up' on a ghost from the side, shining your light on the ghost the ENTIRE TIME. The ghost will turn sideways to face you(looking right into your lit battle flashlight) and you Game Over! 

That should not happen. This is a big design flaw that needs to be addressed. If you want to portray the flashlight as being the weapon to fend off the instant game over ghosts, you need to make it work no matter which direction the GHOST is facing.  

Basically everything in the game kills you, it's best to do nothing in this game. 


Good job submitting a project to the game jam. I'm sure you've learned some valuable skills along the way. Good luck on your next projects.

Thank you! I appreciate the extensive feedback and for playing the game. I will do my best to look over these, especially reworking the lighting and actual combat. At first, I only wanted a no-fighting back type of a hard horror game, but I changed my mind and added little combat flexibility (All in-RPG battle mobs had to be killed using the item CFlashlight) which is definitely unfair for the player. I will definitely tone down the ghosts and rework how they encounter the player. Of course, some bugs are to be found and I intend to crush them

Again, thank you for taking the time to give strong feedback. This game was the best I could do in under a month independently, and I'm proud to do more to improve on it.