Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Nice concept for a game! A mixture of ghostly possession of objects and stealth. It's a super ambitious project for the time-span and overall comes across as an interesting sorta puzzle-stealth game. 

The graphics in this are really nice and communicate the important aspects of the game pretty well. Great use of sound for feedback.

Some issues I had with the game:

- Movement while possessing a present felt inconsistent, which made sneaking past places where timing mattered more difficult than it needed to be.
- I'm not sure chasing really added much to the game, might be better off just having the fail state trigger the moment you're spotted.?
- Any area which has synchronised moving enemies is put out of sync after a chase and fail, which potentially results in stages that are impossible to clear.
-The pathfinding seems a little buggy, which can result in enemies getting stuck on walls or objects.

Other than that for expanding the game further I feel like there'd need to be a wider selection of interactive objects; right now it just seems to be a TV. Something that could add to the puzzling element. As it is right now it's pretty interesting so solid job.

Thank you for the feedback!

Movement probably felt inconsistent due to the fact that it’s slower while you’re over carpet. This was a near-last minute adjustment which was made to give the levels some added depth when traversing, but it may have ultimately been unwise. 

I actually disagree about the chasing - I find stealth games where punishment is instantaneous to be frustrating. Widening the spectrum of failure allows for more tension and less frustration - at least, ideally. In practice, however, pathfinding cost me an immense amount of time to implement and frequently does not function - it’s the game’s weakest aspect and I’d likely have been better off dropping it entirely, but it’s hard to make backwards decisions when you’ve got so little time, hah. 

While levels can be made unclearable in other ways, misaligned cycles shouldn’t ever cause this - after all, if they can be misaligned, they can be realigned. That said, this makes for a more tedious experience, so it’s still a problem.

Re: buggy pathfinding: yep. 

Ultimately, time was a big limiting factor in expanding with new mechanics. I think I should have dropped moving NPCs early on - this would have saved me an immense amount of headache.