xeon4357
Aces Games
Creator of
Recent community posts
Thank you so much for playing!
Great to see that you went for both endings. You did good solving the puzzles. Good job! I’m glad to hear that you enjoyed the lore, puzzles, visuals and the game in general. As for Molly’s appearance, I had to cut some corners before Halloween, but I do want to add her later on. Maybe including some cinematics or something. And yes, the shovel can be used at the graveyard. ;)
Cheers
Thanks for playing Athemore! This was really exciting to watch. The way you described every theory you had in mind during the game made it really fun. The fact that you simply just jumped into the pit in order to satisfy your curiosity, haha.
I appreciate that you went for multiple endings. You were actually pretty close to getting out of there with both the crown & Audrey.
You were also on the right track with the blood potion puzzle in the Catacombs, but there’s a “hidden” document that will show you the right combination.
I also like that you spent some time looking in the journal. It’s very rare to see people actually interacting with that.
The Black Sphere always spawns, but at different locations. It’s connected to a unique ending.
What happened to you near the floor puzzle to the Vault looked really weird. I’ll take a closer look at that issue. I’ve seen a similar issue years ago. Maybe it’s related. And yes, luckily I did add the void collider a while ago in order not to break the game completely.
I also noticed some of the ghosts got stuck in walls.
Audrey’s AI isn’t the greatest, and her detection distance might seem a little too short. I’ll be the first to admit that.
I'm glad that you had fun! If you decide one day to go look for other endings, feel free to reach out to me and tell me which ones you got, or if you need help/hints in order to achieve the endings.
Cheers
Thank you so much for playing!
I really appreciate your feedback.
You had to use the poison potion on the cauldron in order to kill the witch and get the good ending.
The combination for the trunk was all about counting the letters in the words marked in red. So for example “Cheese” = 6, but 6th is also = 6.
The game is meant to be a short little Halloween themed experience, but I actually do have plans for extra content.
It actually was my original plan to release it on Steam two weeks ago, but unfortunately they won't allow me to publish the game until the 7th, so I had to use itch as a platform. I should have prepared it better, because I started working on this game more than one year ago.
There is currently no information about the village nor the protagonist, but I want to be careful not to drown everything in notes only, since it can be a chore for some players to read a big bunch of documents. So I have to come up with some other ideas on how to bring out that information.
I actually played with the idea of letting the player gather the ingredients and then brew the poison on their own, but I had to make an alchemy-bench model or something similar in order to make it look appropriate. The truth is, that I didn’t have the time before Halloween came around. I might wanna add that as a feature later though.
I also wanna add some sort of cinematic or something at the beginning & the end of the game, but it takes a little additional time to make.
I’m glad to hear that you liked the game.
Cheers
Thank you so much for playing!
Yeah, it can be a little rough at times to find out what to look for. You haven’t been the only one! That’s also why I’m gonna add some more hints here and there.
Good job on finding Jerome's crown. It’s actually a little easter egg. It’s a reference to one of my other games.
The game definitely lacks scary events. I’m already working on these and they will be added over time.
I’m glad you enjoyed it.
Cheers
Thank you so much for playing!
I truly appreciate all your feedback! It’s really awesome of you, that you spent your time explaining everything in detail. :)
Firstly I wanna say that originally the whole pumpkin carving thing including the witch, was part of a Halloween event in one of my other games, but I didn’t really think it was that great tbh. So I decided to build a small standalone Halloween game instead, since I already had the witch’s voice lines, and the pumpkin assets to build around.
The lighting - I 100% agree with you about everything you said. I simply haven’t been able to nail it right, and it really bothers me. Lighting is definitely my worst enemy when it comes to making games, but I know it’s so important to get right, because it sets the mood in the game.
I also think that the player’s light is too bright. Especially when looking at the bulletin board, so I'll see what I can do in order to make it blend in better.
Mechanics - About searching the houses. I was actually struggling a lot with coming up with new ideas about what to look for in the houses, because reading notes doesn’t feel like enough. That’s why I invented the map as a requirement in order to leave the village and the lockbox to force the player to at least explore two houses. I also have a quest that I’ve currently have disabled, which is about finding some oil for the lantern, because it runs out before leaving the village, but I had to disable that objective due to the darkness. It was hard to see the pumpkin faces on the doors without a light.
About finding the chest, I noticed that pretty anyone that I’ve seen so far, have missed it at first glance. That’s also why I've added a voice line triggering when passing it. I used to have the same problem at the witch’s house with the wooden lid that you had to break. Then I added the voice line about the draft from underneath.
I also like the idea about finding ingredients and making the poison, but I think that would give away the idea of poisoning the witch’s brew too much. Maybe not, I’m not sure.
The lack of scares - The game isn’t scary right now, that’s true. I’m currently brainstorming for ideas on what to make. Especially when wandering in the woods needs a little spice.
The Lore - It’s a short game, and it was my intention to keep it that way. I don’t want it to be overflown with too many documents scattered around everywhere, but that doesn’t mean that you’re wrong in saying that we don’t really know much about the protagonist, Molly and the village. So I guess it’s up to me, finding different ways to inform players about lore.
About the SFX - I do agree with the creaking SFX. I’m gonna tone them down a bit.
The Game Menu - I’m basically using the menu as my other games, since they all use the same core, but I’m aware that it has some flaws. The “Refreshrate” option is also a fairly new addition, but I’ll address it as soon as I can. It’s definitely not an easter egg, lol
The language setting obviously can’t be changed yet, since I only have English localization, but it’s already built for other languages as well. I should probably disable the arrows until it’s ready.
The performance - While I do agree that the game has some performance issues, I’m curious to know which kind of PC setup you have, because I run the game with a GTX 3070 and it runs decently. It never comes below 70 FPS. Mostly it runs at 100+ FPS. I’ve already disabled shadows on most lights, which helps a lot. However, I can definitely do some more tweaks here and there.
I think that covers it all. If you have some additional cool ideas you wanna share or anything else, always feel free to reach out!
Cheers
Thank you so much for playing! I’m glad that you enjoyed it.
One thing I quickly noticed was your thumbnail. I was like, how the heck did you get that close to the doctor? That wasn’t supposed to happen, lol. Then I saw you were jumping out the window instead of walking down the stairs. So I guess I need to add some collision in all windows.
As for the lack of jumpscares. I can assure you that I’m currently brainstorming, because I definitely want to add in some scare events. Especially in the woods.
Cheers
Thank you so much for playing and your feedback!
I understand the frustration walking around without making any progress, that’s why I'm planning on either making a voice line or a note about the trunk and the bag, because you're definitely not the only one who's missed it, and I don’t want people to waste too much time wandering around for nothing. I would much rather have some extra cool content for the player to interact with.
There's nothing in the attics. I should probably make it so the ladders can't be climbed or simply just remove them.
I thought about letting the map showcase the player’s location, but I think it would be too easy just as you said, so I'm planning on adding a couple of street signs instead. Maybe that will help a little bit.
The wind SFX sounds weird because of overlapping audio sources, so I’ll see if I can separate them a little bit more.
The thing you thought was a door inside the home, is just a wall with a different wood texture. I should make it more similar to the other walls.
Anyways, I’m glad you enjoyed it and I would love to watch you play one of my other games.
Cheers
Thank you so much for playing!
I’m glad to hear you had a fun time and enjoyed solving the puzzles.
I was a little bit concerned at the very start where you kinda avoided your own house but instead looked at everything else. So maybe I should make a quest that suggests the player go home.
By watching your video it came to mind that I think I’m gonna add a quote or something that tells the player to check out the Lockbox on the floor. It’s easy to miss, so I don’t blame you.
Also, I’m pretty sure the map would have helped you out a lot.
One thing I noticed though, while you were interacting with the ledger the last time. Did that "note zoom" mechanic break on you or was it just me?
Cheers
Thank you so much for playing!
I’m sorry that you got a little bit frustrated with the puzzles, but I’m glad that you at least managed to brute force them.
The first one with the ledger was all about counting the numbers within the words that were marked with red. So for example a word like “Cheese” is 6, but with the number values such as “6th” should just be 6.
The puzzle at the witch’s hideout, was reading all about reading the poem. For example when it says “Flickers warm in hollow light” it refers to the candle icon aka light.
The objective “Search for clues at the Herbalist” was bugged. So you did the right not to keep on looking for stuff.
I like the idea that you marked explored paths with pumpkins. That was actually quite clever :)
Cheers
Thank you so much for playing!
I’m glad to hear that you enjoyed the atmosphere & lore.
I was also excited to see that you went for the other ending as well.
You also managed to dig up Jerome’s grave. He’s actually the protagonist in one of my other games and the crown was indeed cursed.
The puzzle reel is set to spawn a few seconds after you pick up the Medical bag, but I’m thinking about letting the player examine the bag instead, to add a little bit of realism and avoid confusion.
I only noticed a few blurs in your video, but it’s absolutely nothing to worry about.
Cheers
Thank you so much for playing!
I’m truly glad to hear you had a fun experience. It was also fun for me to watch.
The fact that you gave the pumpkin faces Beatles names, was really funny.
This whole woodcarving concept, including the witch voice lines, was actually used as a Halloween event in one of my other games, so I thought, why not build a new game around it instead. It would've been a shame not to use 'em.
The crow is basically the only really jump scare in the game so far, but I’m working on implementing some more scary events, because I think it’s a little too thin at the moment. Especially in the woods.
The well model has some inverted faces in the model. That’s why the crank was looking a little bit weird.
I’m also glad to see that you went to check out the other ending.
“Drained”, the game you were talking about in the end, is a zombie shooter. With inspiration from Resident Evil and Left 4 Dead. There's also a squeal to that game. I would love to watch if you’d play those too 🙂
Cheers
Thank you so much for playing!
I’m glad that you enjoyed the game.
I was watching your whole playthrough, but I was wondering why you never used the map when you were wandering in the woods. I think it would have helped you significantly.
I’m planning on adding a few street signs and some voice lines in order to help players a little bit more.
And it's going to be translated into Spanish very soon.
Cheers
Played your game, and I think it was pretty solid.
I had a few situations not knowing what to do next, so I examined everything very thorough multiple times. I would recommend the tasks to be either shown on the screen as objectives, or within a journal or something.
Your game is the second in my video and starts at 12:44
As yourself and others already pointed out, the game does have some performance issues and bugs, but it's nothing game breaking.
I can see you have released several games since this game, and I'm certain that you've become a lot better. However, I would be happy to assist you, if you're interested.
Keep it up.
Hey there and thank you for playing.
- First of all, I’m sorry you had to start over. It seems like the floor was missing a collider. I was hoping that you could just jump back up again.
- As you already pointed out, I also noticed the bug with the pumpkin that was incorrect. I’ll fix that right away.
- The access Merchant House quest didn’t complete. That’s an oversight on my part.
- I should also make it more obvious where the player needs to go. The goal was for the player to explore the woods but with a trail to follow. I don’t want the player to keep on backtracking.
- Furthermore, you aren’t supposed to hear the bubbling sound while being outside.
- The clue to the final puzzle was all written in the note (riddle) in the cauldron room. You didn’t have to go back to town. But brute force always prevails :D
Happy Halloween to you too!
Hi there. I'm currently on the lookout for a Korean translator for my horror game Athemore.
If you're interested, feel free to reach out to me at: acesgamedevelopment@gmail.com or xeon4357 on Discord.
Hey there. I know your game is in early development, but I definitely think there is stuff you should improve upon. Here’s my feedback. I hope you can make it useful.
Pros
- Your Itch page looks great and inviting. I like the picture frame around the thumbnails. That's a really nice touch. So thumbs up! However, I'm not a fan of the flashy background.
- The Game Menu visuals look great and unique. Same goes for the chapter and loading screens.
- The intro video is well made.
- The overall game performance seems good.
Cons
Sound
- The overall audio volume is really loud compared to other games.
- Voice acting sounds like an AI. I suppose it’s just placeholder audio.
Mechanics
- The FPS controller is acting weird when walking and stopping. It feels like it takes another step after I’ve stopped.
- The mouse (MLook) is rubberbanding. Like there’s mouse acceleration or something. It doesn’t stop when I stop moving.
- No mouse sensitivity setting in the Game Menu.
- Jumpscare galore - There are way too many jumpscares, Most of them don't even make any sense, and they’re not even scary. I would say that you could remove half of them and you would still have too many.
- Finding keys isn’t fun all alone. You need to come up with various methods to progress into new areas, so it doesn't feel tedious.
- Even though finding the puzzle pieces for the picture was a good touch, it didn’t feel challenging at all.
- You have so much environment, but there isn't much for the player to do. I felt like I rushed through the outside area.
- Why is there a cemetery outside the house? And why isn’t the player curious about that?
- I think you should also make the levels more like an open environment, so the player can open the main entrance from the inside and walk around freely. Games like Resident Evil do this pretty well.
- The player keeps telling me what to do next. “Now the monster comes, then we need to hide”. “Now he comes again, we need to hide again”. It’s alright to receive some guidelines, but not all the time. Let the player learn how to figure things out on his own from time to time. Figuring out stuff on my own is a satisfying feeling as a player.
Lore
- I don’t see any resemblance from the story from your itch page/intro within the actual gameplay. There’s no lore to be found in the house either even though there are tons of non-interactive books and documents everywhere.
- Apart from the flag, I don’t know anything about Guatemala. The game didn't teach me anything new about Guatemala.
- Three chapters just in this short demo is way too much. Leave it as just a single chapter.
I finished the teaser, but not as I was supposed to, I don't think.
Unfortunately, I never got the chance to fire a single gun shot. I accidently dropped my gun because the lower area was completely dark so I had to use the flashlight. I think you should be able to use both the gun & flashlight at the same time as a player.
Only major downside was the weird sprint acceleration thing which blocked the strafe functionality. It just felt awkward. I've never seen that in any other first person game. The melee combat felt awesome and the environment too. I'm looking forward to see the final game.
Finished your demo. As others mentioned, I also had stuttering issues. Even the music in the dialogue sequence seemed to stutter. Furthermore I really struggled opening that box even though I removed the padlock. And in addition, the default mouse sensitivity seems insanely high.
The atmosphere & the ghosts were really creepy, so you did a good job there. I wish you good luck with your project.
Your game is the first in the video
I appreciate that you liked my feedback and I'm glad to hear you found some of it useful too.
I've added the video in my original comment. I’ve edited the video a little bit, since I played in two sessions, mainly because I forgot the password in the first session. Hopefully it can give you an idea what I'm talking about.
Wish you good luck with your game!
Hey there. Congratulations on the release of your demo!
Feedback:
- First of all, there’s no journal. I quickly forgot the password Adam gave me, so I had to restart. You should either add the password within the quest log label or make a journal to store these things. Some people just forget fast, so some quality of life would be nice.
- The FPSController just feels jittery, but I can’t exactly pinpoint what’s wrong.
- The questlog doesn’t always show the exact ongoing quest. It sometimes displays the previous one even though the quest is done
- No option to change the mouse sensitivity. The default setting is very high.
- The laptop with all the password fields was buggy. It has two UI panels stacked on top of eachother. You should make a smooth transition into the UI.
- The player doesn’t have voice acting even though the cinematic/dialogue has voice acting.
- The HUD shouldn’t be shown whenever there’s a cinematic/dialogue ongoing.
- Picking up the landline phone makes the player stuck in a weird way.
- Some object sizes like the house doors and furniture seem huge compared to the player’s view height.
- Hitting the TAB key opens up the game options. TAB is usually used for toggling an inventory.
- Interaction with doors feels weird and sometimes don’t respond. You should consider using raycasts.
- The key box outside was empty. What’s the purpose then?
- The phone in the player’s hand sometimes flickers / glitches.
- I never found the power source. I tried to look for it outside, but ran into invisible colliders everywhere.
- Be careful that the whole game isn’t going to be all about passing in missing passwords here and there. That isn't very challenging and it quickly becomes a bore too. Instead, add more variety for the player to do.
These were the main things that I could think of. I hope you find it useful. Happy developing!
Cheers






