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(1 edit)

The main character’s 3D model looks cool, and the tentacles that appear on the screen are also impressive, but the environments need some work. I spent WAY too much time looking for the ‘weirdest’ place. I started reciting the incantation in all the rooms, and it wasn’t until my second playthrough that I noticed something actually weird. The first time, the only odd thing was that the table didn’t have collision.

As advice, the idle pose of a character should consider the walking and running animations as well. Having the character cross her arms every time she stands still looks odd.

The ‘restore sanity’ mechanic wasn’t ‘annoying’ per se, but there is no actual reason to do it. At least it didn’t feel like there was a reason to do it. Also, it seems to occur at random. A cool idea would be to bring the hallucinations once you encounter the symbols and the portal. Also, you could do something like inverting the controls of the character as a way to experience madness through gameplay.

Also, all the worms have collision, which isn’t actually necessary in terms of gameplay. There isn’t really any necessary interaction with the worms. Removing the collision of those bugs will improve performance significantly. When the bugs appear, the FPS drops significantly.

The puzzle is simple but good enough. The main problem is that the game is short, and the clue for the ‘weirdest room’ is too vague. Also, the ending is underwhelming. A cool text explaining what happened next (classic Doom style) would have been a great idea to make the ending a little bit better.

The audio of the people in the town was a little bit annoying after a while, same with the crows. An environmental sound would have been way better. Also, I’m not familiar with the Flax Engine, but I bet there is an option to make the audio ‘3D’ so it’s only audible if you are near the audio source.

I wanted to make a ‘speedrun,’ for no reason really, and I noticed that the placing of the ‘signs’ was random each time. Things like that, which go the extra mile, clearly show the dedication to the craft of the developer. (Also, I noticed that after finding the portal, the R button doesn’t work. That’s also good attention to detail.)”

Regardless… I had fun. keep the good work!

(+1)

Thank you for such detailed feedback! I agree, that the room without collision was a bad example of a weird room specifically because palyers might think it's a bug. The sanity does take a dive when the player is near an oddity or opens the portal. I was thinking about adding a game over if the player stays insane for too long, but was kinda talked out of it. I think I will add it later. 

Inverting the controls is an awesome idea! I think I will add it as a final stage of madness. I will remove the colliders, but I will have to add the spawn places for worms then for each tile. Adding colliders was a fast and easy way to add the worms in the sky and let them fall all over the place, including inside second floor rooms. It was done at the end and I didn't have time to do it any other way. I didn't notice FPS drop, but I must admit, I keep forgetting, that my PC is quite powerful. Thank you for noting this.

The sound was 3D. I guess, there just was someone around constantly, so you didn't notice the difference. It is quite noticable in the headphones, you can hear where it comes from. Perhaps I should have lowered the radius. 


Thank you again for everything mentioned! All points are valid and will help me improve the game. I want to use it as my little experimental project to practice polishing and adding juice.