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Crosswire40

4
Posts
A member registered Nov 29, 2019

Recent community posts

(3 edits)

So I just finished playing through the game. I found it tense and being someone who adores Ocarina of Time/Majora's Mask, I really appreciated getting to play a fangame set in the universe.

Bugs

I believe I encountered a bug someone else did below. Where after going onto the balcony atop of the inn and going back inside after being pursued, the Mask Salesmen got stuck on the landing until I beat the game. Though I found this as something of a reprieve because I get scared easily and it was a relief to know I wasn't being chased anymore. Beyond that I didn't encounter any other issues.

Criticism

  • At the start of the game, Romani (Cremias's little sister) had very stiff and waddling walk style. It was rather jarring to see and it took me out of things a bit. I understand that all animation is difficult, but given this is the start of the game a more fluid or visually appealing walk cycle would benefit the immersion.

  • Though the lantern and it's limited light was emphasized as a mechanic, I didn't feel there were any real consequences to losing it beyond having to fumble a bit in certain areas. Though, that might have been due to the bug mentioned above where the Mask Salesmen got stuck. I feel the lantern should have more mechanical relevance.

    • Going up to so many doors and having them just not go anywhere was rather disappointing. I assume this is due to this being a demo, or wanting to narrow the scope of where players can search for gameplay reasons. That being said, I think that fleshing out the other buildings in the town is important. Both to add to the feeling that this is the proper Clock Town, and to assisting with immersion.
    • This might admittedly be my own preferences, but the game felt overly simple mechanically. It's effective at being tense and sometimes simple works best, especially with horror. Being able to find the map was neat and it would be nice to at least have more options or things to use or find. However I admit that might also ruin what this has going for it, and naturally that sort of thing would require a lot of work.

    Positives

    • I liked that you got the run cycles of the dogs going around down so well. The fact you can pet them is a genuinely adorable touch, it made me smile the moment I pressed the button.
    • I like the work you did with Creamias model and how the game looks in general. Despite this being on unity, it felt fairly close to the Majora's Mask 3DS port. It could use some tweaks and polishing in certain places, like how the mini-map feels too fluid. It would be neat to see this with lower fidelity, n64 textures!
    • The atmosphere is very good. I think you did a good job with the lighting, the creepy atmospheric effect that happens if you look at the Mask Salesmen for too long.
    • The opening, the dialogue of the patrons, and the abrupt cut to the frightening situation felt like a good way to establish anxiety right away. Being surrounded by friendly faces only to be utterly alone with some horror was very effective, and had me wishing to see townsfolk if only to know I wasn't alone.
    • I loved the opening narration text especially the "No hero to come save you" bit. That felt like some very fitting writing.
    • Thank you for having the Mask Salesmen's jump scare be fairly subdued and not deafening. 

    Ultimately, making anything is very difficult. Thank you for putting the work into making this game at all and for putting it up for people to enjoy. I had a lot to say because I enjoyed this and really hope people do more things like this in the future. 

    Getting to play around in the Zelda setting, as NPCs no less, is really cool. Especially with possible changes in genre!

    I hope my feedback will be useful and my words encouraging.

    I found this game out of the blue and gave it a play. It's a lot of fun! It's short, but the music, art, atmosphere, and the compact but deliberate design of everything makes it really impactful. There's even neat secrets and interesting events, which I think shows a level of effort that helps add to the depth of the game.

    It's been six years since the release of this game, but I hope the ones that made this still know their work is being enjoyed!

    This was a very fun little game. The graphical style and the handling of the forum is really neat. I love the enemy designs. The puzzle stumped me a bit, but I thought it was really clever by the end! Thank you for making this game, I hope you can make more wonderful things in the future. 

    Hello! This was the first game that I've ever gotten off Itch.io and its probably the best purchase I've made in a while. 

    For a while I've considered trying to make an RPG Maker game. However I've been intimidated by the time and commitment necessary to do so. People I know have also told me there are limits to what can be done with RPG Maker and that I wouldn't be able to make anything that stood out.

    After playing No Delivery however, I've come to realize that unique experiences can still be made using RPG Maker.

    I've played No Delivery to 100% completion. The art-style, atmosphere, and clear homages and inspirations from other games really tied the experience together for me. 

    Thank you for making such a wonderful game, and thank you for inspiring me to continue my own creative pursuits!