It's a fun mechanic, the puzzles were cute, and the time limit expiring really got me by surprise. Great work, I'd love to see something like this fleshed out more.
Flamez Plays
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Oh no, I totally welcome all feedback and hope it'll help me in future game development.
That ambiguity was intended, with the final notes in the catacombs meant to clear up the story. I've always loved the idea of horror that you can't tell if it's grounded in realism or the paranormal.
I'm already working on my next project, but it'll be a bit until I'm ready to unveil it.
Thanks for the feedback, and glad you enjoyed most of it.
The "ghost" though isn't dead and would be around 30 in the 1980s when the game takes place.
Fair thought though that she shouldn't have modern clothes, but a nude feral woman would warrant a higher self rating for general audiences and I'd rather not age gate the game.
I just played through it and have a video coming out on it tomorrow, but wanted to include some suggestions before they leave my mind.
1) The file size. 4GB seems huge for a demo of this size and it might be because you're packaging not only the game levels, but also the asset demostration levels. I'd suggest removing the levels that come included in your assets (filter for Levels in the UE content browser and remove any that aren't specifically your game related) to prevent unneeded assets from being packaged.
2) The sound attenuation feels off, look into setting up attentuation so that sound sourcess behind the player or in front of them actually sound like they're coming from that direction.
3) When reading notes the player character continues moving in the direction they were last in. Either include a stop all movement immediately node during the widget creation, or a simple "Pause Game" with a check when the widget loads and a "Pause Game" unchecked for when the widget deconstructs.
Looking forward to showing the game off, the scares were solid and the premise seems like it could be pretty fun.











