Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Amit76

1
Posts
A member registered 13 days ago

Recent community posts

Morning Phase

  • Design-wise, the game looks great. I really like the atmosphere, and the art style is very appealing.
  • The walking controls and camera movement feel a bit wonky and could use some polishing.
  • The chicken NPC is cute, but it would be better if its movement varied instead of just running in circles. I also wish there were more NPCs with unique movement patterns to make the world feel more alive.
  • Story-wise, it feels a bit strange that I'm a vampire who can freely walk outside during the daytime. It would help to add some explanation or mechanic related to that, such as only being able to move through shadows.
  • This is a much bigger feature request, but it could be interesting if shadows shifted throughout the day based on the sun's position, forcing players to be creative with their pathing.
  • I would also like the ability to use vampire abilities during this phase, such as attacking the chicken or other NPCs.

Bar Phase

There are two major issues with this section:

  1. If you fail the interaction, you cannot retry it because the NPC disappears. I'm not sure what happens if you succeed, since the mechanic currently doesn't seem to work properly.
  2. After the dialogue ends and the timing circle with the green and yellow sections appears, the game stops functioning correctly.
  • When pressing Space while the arrow is pointing at the green section, the animation still results in a miss and the bottle is not caught.
  • Pressing during the yellow section also results in a miss.
  • Ignoring the timing circle and trying to estimate the timing manually also results in a miss.

The animation timing seems to be out of sync with the bottle. I would suggest either:

  • Fixing the timing so the visual indicator matches the actual input window, or
  • Changing the mechanic so the bottle is only thrown after the player's key press. If the player hits the green zone, play a successful catch animation; otherwise, show a miss animation.

 

Night Phase

  • I don't really like the menu structure. There is no explanation for the "Skills" and "Items" tabs, and I think all player actions could be placed in a single menu to reduce clutter.
  • As long as you avoid using the skill that costs 25 HP, combat is very easy. Simply hitting the yellow zone most of the time is enough to win.
  • It's difficult to tell whether a parry/block was successful or if the timing was missed.
  • Combat feels too long and becomes repetitive fairly quickly.
  • The camera position during combat feels off and could be adjusted to provide a better view of the action.
  • Since the timing circle is already used for attacking, it would make sense to use a similar mechanic for parrying and blocking. This would make the combat system feel more consistent and easier to understand.