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Corgi Lord

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A member registered Feb 27, 2019

Recent community posts

(1 edit)

A great addition to the original, but I have a few issues. I recognize that you can't work on the game anymore but I have some feedback regardless, especially if someone uses this version to make day 3.

1. Probably the biggest problem is the generator cheese. The creature only spawns when you fuel the generator. It's possible to turn on all of the lights before starting, and then spend the whole game sitting in the garage refueling. There is absolutely zero chance of failure if you do this. If you fuel the generator first, but then turn on the lights, you can still fail, but it's extremely unlikely due to how fast the strategy is to prepare. Some possible solutions:
-The generator fails if too many lights are on.
-The house burns down if too many lights are on.
-The creature gets upset and kills you anyways.

2. There are multiple issues with the wrist watch. Firstly, it makes the game too easy as the player doesn't need to check the alarm clock at all. Additionally, if the player holds CTRL and tries to move, they will close the itch.io page by holding CTRL + W. If a player does not know that they can simply press CTRL instead of holding it, they will likely believe the game has crashed if they move forward while using the watch. An easy fix for this would be to rebind the key the watch is set to. If you're dead-set on CTRL, you should probably warn the player at the start that the game will close if they hold CTRL and press W.

3. The chairs are not anchored and can easily become a hindrance to the player's movement. This might be intended, but I doubt it. I could easily imagine a scenario in which the player knows where the monster is, and has enough time to stop it, but they are incapable of doing so because a chair was blocking the door. The issue is especially noticable near the front of the house, where two chairs can get easily stuck in doorways.

4. I like the idea of planks being capable of blocking the creature. However, it seems redundant when one realizes that they need to block all windows in a room. Granted, there are some rooms with only one window, but most of the rooms aren't that way. Also, it's essentially pointless using planks in a room with a door as the door will always be unblocked.

I hope this doesn't sound harsh. The ideas you had are great, but they could definitely be improved on. What if the house was bigger, so the wrist watch became more important? What if one plank pile could block off a whole room, but the planks are destroyed when he spawns there? I truly hope that the day 3 developer takes the amazing foundation you made and improves upon it. Bravo!

Note: There were other issues I had but I discussed them on conqueringruler's version of day 2. I felt like it was redundant to put them here.

The flashlight mechanic is good, I feel like the game would be too easy otherwise. Also, nice catch with the generator camp cheese where you turn on all of the lights at once. The addition of furniture adds variance to the rooms and makes them easily identifiable.
Some gripes:
-The creature itself is pretty lame once you realize it's a black devil with horns. A possible solution would be to keep the iconic red eyes, but remove the creature's model. The outside lighting would be almost totally removed to make what he looks like ambiguous. When he is at a certain camera, the feed becomes corrupted, which keeps his appearance a mystery. I would keep the iconic red eyes though. Maybe the player could see the creature when they get jumpscared?
-The ending is lackluster and unassuming. I'm not sure what you could add to improve this, but just add something.