Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Thanks so much for the detailed feedback - this is incredibly useful, I really appreciate it :)

With regards to bugs and your suggested improvements, I've hopefully got everything fixed in the new version:

  • Elevators have been updated, and are working OK my side. Going to test on a few other computers this evening to be safe
  • "Exit to Menu" was left in by mistake! It's removed now, as I'm not sure why anyone would need to go back to the menu screen 
  • Attack prompt during the first enemy encounter is a great suggestion, so I've added it :)
  • I've updated the parameters for jumping, the new version is a little floatier and hopefully more forgiving with dodging projectiles!

Absolutely delighted by your comments on the music and art, really happy it's appreciated. Cheers again for taking the time to play and comment :)

Hiya

Version 1.2.0 Windows:

• Service Elevator 1F is still broken (you walk behind the doors and then get stuck) if you come from the bathroom side. All the other elevators seem to be working properly now.

• Jumping is definitely better but I only discovered by accident this time, while trying to win the boss battle and constantly dying (again, haha), that if you long press the space bar you jump higher, so that partly explains why I struggled so much before - I tend to tap the key, not press it. Once I figured that out I had no problems with the boss battle and I assume I would find the glitch guy easier now too.

• The "J" looks like a light fitting or a pipe, rather than a letter, since you've primed people to understand that keys are in a box and pop up top right of Harold's head, so I don't know that all players will realise it's a hint for the attack key.

(+1)

Thanks so much for playing again! I've released a new version to address the changes you've suggested:

  • The attack prompt for the first zombie now displays in a box popup next to Harold as the other prompts do. This was a great point, and I'll make sure to keep in mind for future releases that ensuring consistancy in communicating ideas to the player is important!
  • Really interesting to hear that you didn't initially realise long pressing the space bar would result in a higher and longer jump - it's just something I assume people will expect, which I shouldn't take for granted. Something for me to consider for other projects, and perhaps something I can make clearer through level design :)
  • I can't seem to reproduce the issue with Service Elevator 1F, so I'm going to test on another computer when I can to see if I can figure it out. If I'm able to find out what's going on I'll get it patched

Can't thank you enough for coming back to this to give more feedback! If there's ever anything you want playtesting please let me know, I'd love to repay the favour if I can :)

I'm playing through the ground floor, water, fireplace, back to the kitchen, basement run to the left, then back to the ground floor. Then I'm going up the left hand elevator (can't remember the name offhand), getting killed a bunch of times getting to the bedroom (usually by the glitch guy, though maybe not anymore since I finally realised how to jump properly), going through the bedroom to the bathroom, opening the locked door on the right, then walking behind the elevator and getting stuck.

Usually jumping isn't so sophisticated - it's a jump and maybe a double jump - so games that have a long press will train the player with an early obstacle (and possibly on-screen instruction text to go with it if it's that kind of game that introduces mechanics that way). I'm not sure what you could do here besides just listing it in the controls on the game page. If you make this into a longer game, or do something similar in the future, you could build an early obstacle into the game.

I'll definitely ask for feedback when I need it! I already appreciate all the support you've given my little games even though they're mainly jam experiments.