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awvz

6
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A member registered Jun 18, 2021 · View creator page →

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1. Camera felt good, no notes.

2. The map felt good to navigate but there were a couple of invisible walls that weren't on the map, not sure if that was intentional.

3. I like the panel layout but I wish there was a hard left/right. I think I'm probably the only one who would appreciate this though.

4. The monster's windup attack is so much better and makes avoidance so much better. Although, I don't think a health system feels good in this type of game, I think a time limit would fit much better and encourage the player to be a little more risky. You could have it so fixing systems takes a couple seconds which makes taking damage retain a penalty.

6. Hide button is probably the best mechanic in the game, I found it way too difficult to out run the monster so that's the only way that I'm avoiding it.

7. I didn't use the window at all, visibility was still too rough to be useful.

8. I think the movement could be faster at times. It's a lot to include at this point but maybe being able to shift into a slow or fast gear would be cool.

9. I liked the map, it was useful but I wish the navigation screen reflected the color of the room that you were currently in.

10. Self-destruct?


Really fun game, excited to see the final product.

(1 edit)
  1. The gameplay is still excited. I loved the addition of the simple light puzzle. Would have been cool to see more of that.
  2. I think the map size was maybe a little too big with how dark the lighting is. It was hard to get a sense of direction so there were times where I would just walk in circles for a while.
  3. I think the game is a little too dark. I thought the lighting in the first playtest hit the perfect balance between being able to see and still being scary.
  4. I loved the little light puzzle, it felt so much more rewarding finding that fragment than any of the others. It reminded me a lot of Resident Evil style puzzles.
  5. Even with the maps and coloring of the different sections, I still got lost constantly. I didn't mind it at first but I never was able to get any sense of direction. I think having the different areas feature completely different wallpapers and flooring would help. Another option would be maybe adding some sort of guide back to the central area, something like an exit sign.
  6. I feel that the game leans difficult but mostly due to what I mentioned above. The one hit kill is rough but it's really not that hard to avoid so it isn't the biggest deal.
  7. I know it's probably way too late for such a big addition but I'd love each area to have it's own puzzle for acquiring the fragments. I know it's supposed to be the museum of lights but I think it would be cool for each area to have a distinct theme (Dinosaurs, Space, History, Art, etc).
  8. I love Luumba but I do wish they traversed more of the museum. It was always such a pleasant surprise to go off exploring and bump back into the. It might be cool to have Luumba always roaming around but needing a battery to light up.

Really impressed with this game, great job!

1. I'd say the gameplay was exciting for sure. It's impressive how scary the game could be. Great job on the ambience and character design. Just a great submission, well done!

2. I thought the map size felt a little big, only because I kept getting lost. I think it may be cool to include a handful of "You are here" style maps throughout the level to help orient the player. Even just have themed sections of the museum would help to build a mental map of the place.

3. The visibility was good. It was nice that you could still somewhat see in the darkness and sometimes you can see a silhouette walk by in the distance.

4. Again. I'm impressed with how scary the game ended up being. Sometimes the creature would catch me off guard and give me a jump, loved that!

5. As I said above, I could never get a good sense of direction in the museum. Most of the time, I felt like I was walking in circles and I just couldn't remember where I had previously found the fragments.

6. The difficulty feels a bit harsh. There were some runs where I died seemingly out of nowhere and others where I wasn't sure what I should have done to survive.

7. I'm not sure what's the benefit placing batteries on the slot. If it deters the creature than I'd suggest a buff, such as increasing the area of affect.

1. The monster felt pretty good, in my opinion. Wasn't too difficult to avoid but was punishing if I wasn't being careful.

2. I think the most difficult part of the playtest was learning all of the mechanics. Moving the ship was easy enough to figure out but other things were much more difficult. I had a hard time figuring out what the objective was and I couldn't figure out how the minimap fit into the larger map. I thought balancing all the various tasks was fun but I'd recommend adding a little bit more clarity to all the controls/systems.

3. If anything, I'd say that the ship needs less decorative elements. Just to make the visuals that matter stand out more and make it easier to quickly swivel around.

4. I think he game is a little too difficult. Mainly I'd just suggest giving the ship a bit more health or perhaps a way to regain some lost hull integrity, like a crank or something to make small repairs. It's possible that you already have that mechanic and if so then I'd just suggest making it more clear.

5. The speed of the ship is honestly perfect, in my opinion.

6. I'm not sure what this one is asking.

7. To be honest, I didn't really ever feel the need to open the "window" so I didn't really have to worry about the oxygen. I'd say the visuals outside the ship need a bit of a buff because it was difficult to see anything.

8. I honestly really enjoyed the playtest aside from some initial pains in figuring out all the mechanics. I do think there's room for improvement but it would be weird if there wasn't at this stage in development. My favorite part was maneuvering the ship by quickly swapping cameras. My least favorite part was trying to figure out where to go and struggling to connect the dots between maps. Overall, good job! I'm excited to see how you all further refine this game!

1. I found the game to be very engaging. Somehow I missed the space bar ability so the game was pretty difficult but I wanted to get to the end so I stuck it out and kept myself entertained for a while longer than it probably should have taken. The game is much better with that ability though.

2. The sound effects were good. I think they will definitely help once you get some for the enemies, having a sound cue for when an enemy is about to strike would make the parry ability feel better to use.

3. Combat feels pretty good. I think shortening the parry window might improve it. I found myself using it and just sitting and waiting until the enemy hit. I think getting a heart or two back after a big wave of enemies would be great.

4. I think it was already a fair amount of content but it did seem to just end abruptly. I think having some closure to the game is all that is really needed.

5. As mentioned above, the difficulty was pretty high without the space bar attack. Even without that, it's still fairly difficult. I'm a fan of the occasional slog type game so I don't have an issue with that.

6. The animations were great. From the what was shown last week, the animation was a much needed addition. The 3D assets were a little bland but that's not a big deal and making the game in 3D is already going above and beyond.

7. No performance issues on my end either but I also have a gaming PC.

8. I just want to reiterate that earning some health drops after a wave of enemies a nice reward.

The level size felt good.

The blood levels felt fine but I had a difficult time noticing the bar changing while I was running through the levels. It may help to have a different color (maybe just a darker gray) underneath the red bar to make it easier to see how much is missing.

I'm still not sure what the purple vials do. Even just adding a little description for everything on the pause menu would be great. As for powerups, it would be cool to have some kind of timed spectral power that allows you to walk through enemies for a short period.

The horde was great. It's visually clear so it's easy to spot as soon as it creeps up on screen.

The score definitely helps with replayablity, especially with people sharing their highest level (16 for me).

I think a max blood power up would be good but there also needs to be more ways of getting blood. By the double digit levels, I don't think I ever had a full blood level.

Additionally, I think the obstacles and hit boxes are a little too unclear. Either changing the color of obstacles to something more distinguishable or adding outlines to obstacle sprites would help with that!

Great game! I love the art and mechanics, it all fits the tone so well.