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(1 edit)

For a first attempt at game making, it's a pretty solid game with fresh ideas and beautifully executed.

Kudos to black_and_noir for making this game, hopefully you'll make another game that compliments the game. I would donate some shekels to the author. Unfortunately, i don't have paypal and i don't really trust cc payment from this platform. Is steam items okay? :)

Now for my review.

Pros:

- I really liked the gameplay, i really do. Sure the learning curve is a bit steep, but it's welcomed and fair to me. And i really love how the game rewards you greatly for exploration in items or story + lore which is not too cryptic compared to the other games.

- The fog of war system is pretty much responsible for making this survival game into survival horror. I really like the show and tell tutorial how the fog of war works, and how enemies wouldn't show up if you don't have any vision on them.

- NPCs is amazing at this game, it's very detailed and your actions does have consequences when you do something. The NPCs pretty much makes the game much much more easier if you do what they tell you. or dont.

- The story is pretty simple and sweet. Multiple endings but they aren't cryptic to get, i pretty much know the whole story of the game in 1 and a half hour. But i wish there's a best endings for all three if you know what i mean :)

Cons:

There aren't many of cons for this game, so this is pretty much my nitpicking

- There are a few bugs on the game that i encounter.

Enemies pathfinding is kinda laughable since they tend to get stuck on walls when you're on evasive maneuver especially the walking beginner's trap.

You can dodge the tentacle to brazil? (Either bugged or intentional)

- The artstyle is pretty confusing at first, i thought the game takes place at night? But the NPCs said it's noon or morning? And it's going to be dark?

So the black ground is pretty confusing for me. I would change the ground into light brown and then transitioning into brown and then dark brown.

Houses and buildings should've been drawn for more aesthetics, and then change the "?" symbols with more fog of war or just darkness.

- The combat is pretty much TLOZ-like but with guns, i don't really like the delay on the reload. It should be either refined (like adding reload animation) or remove the delay. And i don't like the touching = you get hurt mechanism, for me it's kinda lazy and pretty much makes the combat pretty shallow. I would add attack animation so getting hit is fair and 100% your fault.

Well that's it for my review.

Pretty solid game and most of all, enjoyable.

(1 edit) (+1)

Wow, thanks a lot for the detailed feedback!

I try to respond to your remarks - not to defend my work, rather to explain why it's how it is! :)

Yeah, I kept the pathfinding system pretty basic. There are a couple of reasons for that: the first one, pathfinding is very expensive in terms of resources; I initially implemented a more refined system, but that was resulting in performance issues, and I'm still not good enough to optimize that. :D
Furthermore, I thought that exploiting the "dullness" of enemies' pathfinding could have been part of the strategy: bad guys are numerous and dangerous, but you can outsmart them.
I'm not saying I made it as it is on purpose: at some point, I just felt that the algorithm was good enough for such a simple game.

Uhm... Which "upper door in the inn" do you mean?
It may be a bug but, as far as I'm aware, each door in the game can either be lockpicked (if locked) or be opened (if not).

You can dodge the tentacle, yes: that was intentional. :)

Speaking of the artstyle, something you may not know is that the whole game was originally in black and white (except for the blood and the red eyes). About one month before releasing it, I decided to recolor the white outlines, adding few details to make the graphics more readable.
I kept the black background, though. Not because it's realistic, but simply because I like it; and I find it helps the other elements to stand out.

My philosophy, in every aspect of the game, was: try to keep things simple.
I was aware that, as a novice developer, the project was quite ambitious; and a lot of things could have gone wrong.
In addition, drawing is something in which I have some experience; and since I wanted to spend my best efforts learning something new (i.e. coding), my philosophy for graphics and animation was even stricter: try to keep things very simple.
That's why you don't have a color transitioning (you have the wind, though, that grows as the night approaches), buildings aren't drawn in a more aesthetic way (I love architecture, so keeping things simple in this regard was very hard), and some enemies don't even have an attack animation (which would have implied a dodge animation for the player, but he's not a warrior and I didn't want to put too much emphasis on action).

I never played any of the Zeldas, unfortunately. :/
I probably should!
Don't you find that reloading without delay would make the combat even more shallow? In my opinion, the delay itself plays an important role in making the player feel vulnerable.

Last but not least, I must confess I have no idea of what do you mean with "steam items". But the kudos are more than enough!
Thanks again for your time and your words. :)

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Wow thanks for the detailed reply :)

After i replayed it the upper door in the inn wasn't locked in the first place, my bad.

Now i know how you want to direct this game, it's just my two cents how to polish the game to be more of my acquired taste.

I meant i can donate through steam inventory items (the popular online game distributor) haha

And also is it possible to get another ending? Since you can send your opponent to the shadow realm?

(+1)

Don't get it wrong, your two cents are really appreciated! :)

I've been using Steam for a while, but just for playing; I was totally unaware of the donation feature.

I'm thinking of adding a fourth ending, yes. Another very difficult thing, for me (as for many others I guess), is to decide that a project is finished and nothing else should be added! :D
Nevertheless, the "opponent" can actually be sent to the shadow realm... It's quite a hidden mechanic, probably, but far from impossible to discover. :)

Yep! I discovered it after getting insulted and got really surprised by the secret.

This is why i love the game to bits, the attention to details :D