Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(6 edits) (+3)

That.... was pretty god damn awesome. Think I'll have to play it again, see if I can get a different ending. Very cool. Thanks for making this.


Oh, one fedback: The movement at the start in the garden felt... lurchy. Like I kept pausing, lagging etc.

Didn't have that problem elsewhere, maybe it is just me, but figured I'd mention it, since you guys were asking for feedback

Other notes/feedbacks: needing to press "Z" to walk out of the occult room felt really unintuitive. If there's a door, pressing Z feels fine, but when its just a "fade to black", It feels like walking at it hard enough should work.

Similarly, if I have the theatre key, I feel like Kat should automatically use it to unlock the  door (instead of just commenting "Hey, I have the key", and then forcing player to use inventory.

Now.... maybe there are important design reasons you did things this way, but those are just some rando thoughts to make the game smoother to play.


Does the PLAYER need to wait 5 minutes before burning the hair, or is the flashback sequence already covering that? If it is, maybe have Kat mention "and, that's five minutes!" so that players know. Otherwise, being the cautious Practioner that I am, I'm going to sit there waiting.

Also, because the game really emphasizes the importance of taking multiple paths at the start, its really frustrating when Kat refuses to do things.
In particular: Once I have the hairpin, she refuses to open mystery classroom off on the west side (at least, so far). Obviously you have finite game making resources, but having the door THERE, and the lockpick in hand, and the character refuses is disapointing. Maybe remove the door if it doesn't do anything? ...or make it less mysterious? ("Oh, this is history class, that's boring").

Similarly, when I use the lighter on the black ooze, Kat talks about it maybe being combustable, and then refuses to light it ("I shouldn't"). Even if you don't want to code anything, just having her TRY to light it (possibly after some encouragement), and then go "Oh... guess its not flamable" is still more satisfying, cause it feels like the world, not the character is blocking you.  Or have something happen! Maybe you just get blown up and die! I don't know, just tossing ideas around.


EDIT EDIT:

Nevermind- most of this stuff actually works, I just had to get the ordering right. I'm still looking for the 4th protective runestone and a way to use 9000 sticks of chalk.

(3 edits)

Further exploring, more updates:

*The Ritual states that you can't abort after the Candles are lit.... but the game locks you in the moment you start on the chalk (staircase, girls disappear, etc). Feels weird that the envelope and the game disagree on where the point of no return is.

* I wish I could open the curtains during the ritual. Possibly after Kat going "These should stay closed", "Are you SURE you want to open them?" or something, but I feel like deliberatly ignoring the curtain instructions should be possible (and a very bad idea).

*I wish I could deliberately do the ritual in the wrong order. (candles before chalk or something). Not sure if this results in failed ritual and nothing happening, or more evil ritual.

*I wish I could complete the ritual AFTER  fpnevat gur tveyf bss jvgu cynag zheqre. V trg jul vgf rnfvre gb whfg phg fubeg gurer, ohg pbagvahvat gur tnzr, pbagvahvat gur evghny, naq gura univat lbhe sevraqf ABG fubj hc qrnq ng gur raq bs gur tnzr (orpnhfr gurl yrsg rneyl rabhtu) jbhyq srry ernyyl avpr.

Vs lbh jnagrq gb cynl vg sbe ynhtuf, unir gur 3 qrnq tveyf ercynprq ol 3 qrnq cynagf va gur svany unyyjnl. Vs lbh jnagrq gb cynl vg frevbhf, unir gur ibvpr gryy lbh ubj lbh ner nyy nybar, naq cbgragvnyyl zbpxvat lbh sbe abg orvat jvfr rabhtu gb sbyybj lbhe sevraqf.

*What the hell do the protective runestones do?  (I assume this is something explored more in the full sized game, not in the prolouge)


*The more I play, the more I come to appreciate that the "size" of each chapter is just *perfect*. The school feels big enough to explore, but small enough that you feel like you can explore all of it and get a handle on things. The Hallways and school are similar. The pacing is *exactly* right, and a big part of that is how the authors have made all the spaces just the right size. It's really well done.


*In the underworld, there are signs telling you not to run, and there's long hallways and jumpscares encouraging you to run and... there didn't seem to be any consequence of running? Maybe I missed something.

*In the supply closet after you  Tb qbja gur vzcbffvoyr unyyjnl naq zrrg gur "phygvfg/tnheqvna" guvat... gurl gryy lbh nyy gb tb ubzr (terng nqivpr). Ohg nyfb ol gung cbvag va gur tnzr, gur fpubby vf ybpxrq qbja jvgu ab rkvgf (pvephyne unyyjnl, pybfrq jvaqbj). Fb... vgf abg yvxr gur tveyf PNA sbyybj gur nqivpr naq "whfg yrnir".

Vg jbhyq or pbby vs bar bs gur tveyf zragvbaf guvf, naq gur tnheqvna fnlf "Gur jnl vf abg bcra", be "bcra gur phegnvaf", be FBZRGUVAT gb rkcynva ubj gur tveyf npghny trg bhg.



As always, these suggests are made with no knowledge of the other design decisions you are juggling at your end, so might be that none of them work.

bro u ok?

I'm assuming you referring to garbled text there?  Is Rot13, a very basic cypher often used in comments sections to avoid spoilers. https://rot13.com/

Guvf vf na rknzcyr grkg.