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Cybrefrigid

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A member registered 16 days ago

Recent community posts

Super glad to hear you could actually add my suggestions! I try to not just point out problems but also give actionable steps to take, but looking back I realize that I might have been a little... wordy. I just really like talking about game design and I see lots of potential in your game especially, believe me that I could talk about game development for hours.

I've always felt like there's a lack of SCP games out there, and the ones that do exist are great - don't get me wrong, but all kinda feel like Containment Breach without really capturing what made the original CB so iconic. This is what originally inspired me to start working on my own SCP game, and what led me to find out about this game! I don't want to make you feel too much pressure to finish the game, but considering I myself make up a sizeable portion of this game's fanbase, I suppose that's part of my job. As long as it's still gratifying to work on I really want to know where this game goes next.

If you already have or have any plans to make a Discord server for the game, I'd love to join it! None of my current friends are really into game development or SCP at all so it'd be a good place for me to show off my own game, as well as keep helping with yours of course! If not, I'll still keep up with any developments you post here on itch!

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Oh my gosh. I assumed the title of the game showing up meant the end of the demo. I definitely have stuff to say about this section and the new update.

First of all, the flesh arm is easily the best weapon, if not just for the amazing animation work. Speaking of animation, the emotes are also very fun; there needs to be a more intuitive way to equip them, though.

I also really enjoy the intro! As a block-out it sets the stage really well and I think it will look really good in full pixel art, or whatever artstyle you end up having it be. 

About 966, certainly cool gimmick, there are some changes I would make though because currently I feel they are the most annoying enemy. First I feel like you are a little too liberal with the amount of them that show up. With something like 610 or 3199 it should feel an infestation or a swarm - and it does, but with 966 I feel like they are supposed to be a more intelligent, even cheeky species. A good way to achieve this would just be to lessen their numbers but in turn make them harder to deal with. This would also have the effect of giving them more mystique which would help the second problem, they aren't as scary/intimidating as they are annoying. The current gameplay loop of fighting 966 is 1) minding my own business 2) one shows up outta nowhere, shocking me for a second 3) I hit it over and over until it dies. The only scary part of fighting them is when they show up, which is basically the equivalent of a cheap jumpscare with no anticipation. If there was a way to know when one is in the room with you, that would not only make them way less annoying but also keep the player constantly on edge - in turn making the eventual scare more effective. I'm thinking they make a spooky sound that grows louder when one of them's close, but if you're worried about their lore-accurateness you could also put some text up that says "you feel sleepy..." or something lol. And finally there's nothing to actually be anxious about if they are pathetic in combat. They could run back into the shadows after getting a hit in, or whatever you can give them that properly balances all the other changes.

Anyway, I made it to the big, boss-fighty room but couldn't get anything to spawn so idk.

I'm pretty sure I got to the end? I found 166 but the only other content about this game is the other guy who gave up almost immediately lol. I saw 173 as well as the big 610 (I tried to beat that guy a few times but it's a little tedious to reload the game every time), but I don't think I ever saw 966, although maybe I can't "see" them. 

Difficulty-wise I didn't think it was that hard, although I died a lot on the first (or second?) checkpoint, if I remember correctly that one was really long, with the most branching paths. Something like that might work better a bit later in the level but I went into this game expecting it to be a little hard, so I had fun. The enemy that killed me the most was the projectile guys lol.

I found two different weapons, if there's a third I missed I'd like to go back and find it! I like using different weapons, but I didn't really use/care about any other items, so I don't really have anything to say in that regard. The Light/Heavy attacks felt good (sound effects didn't sync though, although it's pretty obvious most sounds are placeholders), I instantly forgot about the parry also.

As for my game, I've been chipping away at it for the past year. Its still not in a very playable state mostly because the gameplay loop is super weird and ambitious & it's also my first 3D game. For a bit now I've been thinking about making a smaller proof-of-concept type game in 2D with a small enough scale that I can actually put it online and get feedback. It was actually finding your game that really gave me the motivation to start working on it, so for that I have to thank you!

Two days in, and it's going well! I hope to get it finished in a month or two, so that means it'll be done in a year lol. Anyway, I'm excited for Permafrost's next update, love to see what you add!

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Yo, I played this game, and I think it's promising!

Some of the controls feel oddly chosen, Run & Interact being the same key especially seems like an odd choice. It should be the same key as the dash imo, but it doesn't particularly matter since the dash completely invalidates sprinting anyway.

I appreciate the amount of stamina given to the player though. It's very fun to use the dash and almost makes the game feel like a movement game. It could be fun to have expand on this aspect of the gameplay loop, for example a mechanic where you swap out the dash for other types of movement like a sprint instead; or even something more SCP-themed.

610 was adapted pretty well! The obvious next thing you could do would be a similar thing with 354 - "The Red Pool", but it should also be a priority to have a diverse display of creatures in such an anomalous world. The thing SCP creatures excel at is interacting & synergizing with each other! Think about it, 173, 096, and 106 are as threatening as they are in most games because they cover all each others' weaknesses. It would be nice to see levels featuring much more entities at a time, especially in a scenario like this.

The mouse being onscreen at all times is another thing I would remove unless there is something its needed for, it kinda confused me at first because I thought you would attack in the direction of the mouse.

I would definitely also tweak the projectile enemies; when standing completely still they aim above you and their tracking should not be as perfect as it is, especially when you're dashing. Also of course there is room for particle effects when they hit something and all that stuff.

This game runs into the problem that most SCPs on the wiki are isolated characters, and must be limited to NPCs or bosses  (or roaming threats! Always nice to go back to those SCP horror roots)  So the only options for normal enemies lore-wise would be SCPs that are species. That being said, here are my personal picks for good "species" SCPs that could work as recuring enemies:

3199 - "Humans, Refuted", 939 - "With Many Voices", 966 - "Sleep Killer", 1507 - "Pink Flamingos", 3035 - "Science Bugs", and as a challenge, 068 - "Wire Figure" (I've been trying to add this one to my own game because I really like the idea of it but have no idea how it could work). Also worth being said that 049 & 1048 can be the source of enemies as well. Others like 075 - "Corrosive Snail" and 312 - "Atmospheric Jellyfish" can also be inferred to be species; there is no canon after all, so really anything can be an enemy.

Anyway, good luck from another game dev! I had a good time playing this game and hope you can fulfill your vision! Also consider adding the "SCP:" prefix to your game's title; No particular reason I just like when SCP games do that.