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(1 edit) (+1)

Wow, I got scared! Hahaha.

It's a very impressive game. I liked the story at the beginning. I accidently pressed Next during the introduction and missed text, but couldn't find a previous button. Maybe that could be a good addition there. In relation to the gameplay, it's very pleasing to just move around and shoot. Maybe the fire rate could be slightly higher as well. I got curious about the ghosts! Are they configurations of thought forms or disembodied human spirits?

I'd like to leave some suggestions:

  • Sound effects! I believe that a wolf howling, an owl noise, dogs barking, or "strange" noises could contribute a lot to the game atmosphere;
  • Music! Everything was quiet, maybe too quiet! Some subtle music could increase the tension and enhance some moments;

Very good work! Keep it up!

(+1)

I wanted to reply sooner, but then general life happened, so here we are, 10 days later :)

First of all- thanks for playing!

As for the fire rate- I kept it slow on purpose. It made sense for me that Pope's revolver would be a very powerful weapon and shooting it should be deliberate. 

Sounds. After almost a year after making my first game I find that sound is a difficult part of game development for me. I totally agree- there should be more to the soundscape.

Ghosts. You are the first one to ask about them! Great, but also not, because it means that the hints I left were bit too invisible. The nature of ghosts is mysterious, but leaning towards "spirits of suddenly departed". That's what the hero of the game would tell you at least. What no one noticed (or at least no one told me if they did) was that all the objects are connected to the cause of demise of the spirit. Seems I have to do some work on my environmental storytelling.

Glad you liked  the game, and thanks for the comment!