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(1 edit) (+1)

I really like the idea to this, the feeling of opening a door and knowing nothing was nice and the mechanical nature of the opponent with it scanning in red was scary as it lights you up with a red spot.

 However it would be in the ceiling sometimes and I am not sure if this is intended but it looks like it goes through objects when it spots you which felt unfair, also when opening and closing doors to escape it you can often get caught on them which can be aggravating.  

  I am not sure if the view distance is limited for performance or gameplay reasons but it feels off when the opponent can scan you from a huge distance when you cannot see the other scans it has at the source but this also gives a sense of unbalanced-ness

  Finally it says LShift to sprint but I never noticed a difference between using it or not.

  I hope this does not sound negative or hateful, I really liked the game and dread it makes you feel when you get pinged and would love to see more updates to the QOL aspects :)

(1 edit)

Hey,

Thanks for playing! I will look into issues with the enemy being in inaccessible areas and being able to pass through objects, this is likely an issue with the baked NavMesh. I will also modify the doors to stop them moving the player when animating. The view distance is limited for gameplay reasons and also really helps performance although I appreciate your feedback on this, this choice is purposefull.

As for running that is a listing oversight and I will ammend it in the next update.


Thanks again for playing and the wonderful feedback, its really appreciated!


-ValleyHound