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I left that comment as a full list of things that need to be improved from audio, visual, communication, gameplay and user interface standpoints. I get that it can be tough to receive blunt criticism, but I am not going to bs you and say that it's a great game when it isn't. If you want another step by step breakdown of what I found to be lacking, I'll type it back up, I'll even sit down and play a hell of a lot more of it, but if you're happy with the quality of this title, I'll be on my way

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Alright, I accept criticism, so I changed some things you said, you may not have seen or updated the game, but criticism is welcome to improve future projects. 😀

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Round 2 begins!

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Okay, so I dumped about 15 more min into the game and the best way I can summarize what I feel as a player is that the game does way too little with way too much.  The sheer number of drawers and cabinets that can be opened is disheartening. It never really feels as if the player is exploring, but rather being forced into checking every possible space for keys to progress.

Rooms 01 and 03 have some great points of reference for using lighting to draw the players attention without forcing them to check every space. i think there is an inherent issue with the transition between the living room you start in and the kitchen, as the first thing the player is going to do is walk toward the light source that is the kitchen. Lock that door, force them to look around and see down the hallway, let that draw their attention.

Next, is it's probably a good idea to gate some areas of the downstairs and the upstairs as I felt overwhelmed by the sheer number of rooms and halls almost immediately. Use those awesome blood decals to make the player check under beds and desks, inside closets, and more unique areas. Every time I saw a new dresser I thought "oh crap I have to click though all this crap again" while making sure I didn't miss one random object that was out of place.

Simplify, streamline, get rid of all the excess interactions, let the environment chill the player, draw their attention and subvert their expectations, build up a scare and bring it in from somewhere they weren't expecting.

Light is a powerful tool in a game like this.

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ok thanks i will try to do better next time.