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(+2)

This game gets the prize for "most guilt-inducing game over prompt", winning out over the previous champ, the Titanic sinking when you don't continue. :P

I triggered the crows once and I found a lot of set areas--trash cans, street light, painting, doll, etc. I even did get a sense of...how to get in and out of areas, a little? The second time I played I tried to just follow what I thought was the sound of my dog whimpering but that didn't go well. 

It's honestly so impressive that you made this! It really reminded me of Vanish, an older indie horror game where the maze you're in constantly changes. I thought at first it was just as random, but it's not, I suppose. I'm not the best with mazes in the first place, so I'm really glad you put up the showcase video so I could see more of it. The atmostphere is strong throughout, it's crealy got a lot of polish and a lot of mechanics in it. Definitely a jam game, with its somewhat rough edges, but really good job. So cool that you managed to pull off such a long game, too! Excellent work!

(+1)

Thanks for the feedback! 

Yes, the sentiment is that the game is a bit too punishing. The maze was a lot smaller earlier on, and the player would simply follow the dog's noises to get a sense of direction. As the maze grew, the dog mechanic basically became obsolete until the final part, which I think we would change if we decide to keep working on this in the future.

We realized too late on in the process (due to lack of playtesting) that the maze itself was way too difficult, and while the teleportation mechanics were really cool, we had kinda gone overboard with the sheer number of teleports. What had started as a mechanic to sow a bit of confusion in the player and prevent them from simply hugging a wall until they reached the end became more a rule than an exception. 

I'm glad you found the showcase video so you got to see more of the game than just the beginning. Thanks for playing! :)