Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Jason Armitage

6
Posts
5
Followers
1
Following
A member registered Sep 25, 2019 · View creator page →

Creator of

Recent community posts

(1 edit)

Hey it's me again, I just played the updated version, so here's what I have to say.

First up, optimize the game. My PC can run Minecraft with dozens of mods + shaders and not even heat up my computer anywhere near as much as this game does, I had to stop the game because I was worried my PC was going to explode or crash from how hot it was getting. I notice that the game seems to take extremely noticeable frame drips in both the main hall and dining room area, so there must be something in those areas causing the game to use more memory processing power than it should.

I'm not exactly sure what you are using for instantiating the rooms but I highly recommend looking up something called object pooling, it really helps with optimization, and as much as it pains me to say this, I'd actually recommend not making the game seamless (i.e make each room it's own separate level) unless you manage to optimize it really good so it doesn't make my PC feel like it ingested a nuclear explosion. I wouldn't mind the loading door transitions of the original game, if anything it added to the suspense.

I also noticed that opening the inventory no longer works, I'm not sure if you disabled it or rebinded the key, but if you are going to regularly update this demo, make a changelog that lets us know what has changed, it helps to keep track of things this way.

Also, thank you for fixing the reloading bug with the hand gun, it was a nice change, but I also noticed you have no way of healing wounds in this game, even though herbs are a thing now.

Keep up the good work man.

Also, reloading the gun doesn't put ammo it. When I try to aim it just keeps reloading

Ok, when you start the game and you're outside the mansion, before you walk into the main hall. The sound effect of the outside area has a discord ping in it's loop. It's faint, but I can hear it.

(1 edit)

Ok. I'm going to give a very constructive review of this because this is an awesome but incredibly flawed game (so far, anyway).

I absolutely adore the fact that you managed to completely capture the aesthetic, quality, and feel of the original Spencer Mansion look in Full 3D. Not many developers have been able to do something like this. I don't know how you managed to accomplish that but I applaud you for it because I work with Unity and I've been trying to capture this style of graphics for a long while and haven't been able to figure it out.

I always wondered how RE1 could've been if it had Mikami been able to realize his original vision of the game being in first person before he had to go with the cinematic yet dare I say overrated fixed camera style due to technical limitations.

I also like that the characters have fully rendered shadows rather than just a circle shadow. This almost feels like I'm playing RE7, and that's a good thing because I love RE7.

Unfortunately, that's where my praise ends.

For starters, I couldn't figure out how to start the game. The menu loaded up and everything, but I could only use the WASD keys to navigate and I had to press "E" to do select. 

You need to have some text on screen that display navigation controls, not only that, but there also needs to be a controls menu that shows you what the controls of the game are, because I ended up going into the inventory screen and not knowing how to get back out of it.

There is also no visual indication on how to pick up objects like the gun. I did pick it up but I was not sure of which button I pressed to do so because the game wouldn't tell and I was randomly pressing buttons.

The other thing is that the inventory menu doesn't pause the game. This is fine in a game like RE5, 6, and 7 where the world is still visible despite being in the inventory, but I ended up getting killed by a zombie offscreen because I was trying to figure out how to equip the gun in the inventory.

Also, one of your sound effects, specifically the outside area sound effect, has a discord ping sound effect that kept confusing me into thinking someone was contacting me on discord.

The other thing I would change, and I know this was in the original game but it doesn't work here because it's seamless in comparison, when you're in the main hall and you go upstairs, the music turns off. I'd actually change this because in the original the upstairs area was a separate section instead of a seamless area like it is here.

Nice! Thanks for playing!

(3 edits)

Thanks! Although I noticed a couple issues in my game from your playthrough, but in the downright corner of the screen you should have a counter that keeps track of how much hope you have as well as a prompt that tells you when you can interact with certain objects. I don't know if your screen was zoomed in or something but I just replayed the same build and I didn't notice any issues with the U.I.

Still, thank you for playing it, this was just a fun little project I did to explore what I could do if I want to make a horror game one day (Preferably a survival horror game like Resident Evil or such)

EDIT: So after watching your playthrough all the way through and replaying it myself, it looks like you're screen was zoomed in to the point that you couldn't see your hope counter, I apologize for that, but it's the yellow lights that restores your hope, not other lights, you start out with 100 hope and it decreases by 0.5 per second when you are not standing in a yellow light.