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Flamez Plays

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A member registered Oct 01, 2017 · View creator page →

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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.

The demo was interesting, creepy ambiance and story so far. I'll need to check out the full game sometime soon!

Thanks for playing!

Side scares always seem to get me the best, and the setting is definitely unique. It just feels a bit too dark to make out anything in the shadows, which is effective at building tension but if the jumpscare is the only payoff it can lose it's effectiveness.

Solid demo showcasing the types of scares and the atmosphere. Interested to see how it plays out with a full story.

I can see where this game was going, but there's a lot of weird hiccups and optimization issues that really shouldn't be in a game this condensed. Looking forward to seeing how you progress as developers!

Awesome demo, solid base for the story of Case 1 and the scares are a good mix of subtle and in your face.

Haha, well those were more for the fun scare factor. Not to mention a baby left alone at a manor likely wouldn't last very long on its own.

Let's just say she grew up climbing everything to eat rats and is very limber lol

Another fantastic environment that oozes dread and hopelessness, and leaves it open to player interpretation. Always enjoy your work.

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.

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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.

Thanks for checking it out!

Issue with items not respawning following completing the game or resetting the save have been fixed. Forgot to clear the variable array.

Thanks so much! Optimization was one of the major things I wanted to teach myself with this project, along with a save system and more advanced widget integration. I'm so happy its running smoothly across different machines.

Thanks for playing and for the bug report. Looks like the picked up items array doesn't clear on new game, fix should be incoming soon though! Thanks again!

Not only is he a bad doctor, but he's terrible at making a plan.

I liked it, and it felt like a precursor game to something bigger.

Thanks for playing!

I had a bit of  confusion due to the levers not having the same interactable overlay that the other objects have, but once I figured it out it's a pretty fun little puzzle/survival game. Loved the way the last puzzle was laid out.

Great demo, it felt like Outlast with an extra dash of body horror and I absolutely LOVED the monster's design. The only complaint I have is that the mouse felt very "floaty" which seems to be common with body horror style games, and during chase sequences that translated to slow turns.

Truly a good companion for anyone going through a breakup.

As stated, I ran into a few problems but the overall pacing of the scares and the creepy atmosphere really shine well in the demo. Looking forward to the full release!

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. 

Very solid for such a simple game. The map isn't too large and the monster is very startling to see. Nice animation on the death scene too. Great work!

How a demo should be made. Show the gameplay loop, set the basis for the story, and most importantly have a hook at the end to make the player want more. Great work, and looking forward to the full release.

Interesting execution and pretty unsettling gameplay loop. Leaves a lot of questions which I like since each player can interpret it as they see.

Hell of a price to pay for being 10 minutes late for the bus, and the entire atmosphere is incredibly creepy.

Absurd, fun, and gross. With the UI fix it should make more sense what the player needs to do now.

The scares were great, the anomalies weren't the annoying little bottle moved an inch from what I saw, and the story looks very interesting. Great work on the demo, really hooks the player into wanting more.

Really liked the SOMA-esque story, and while it wasn't scary it was definitely an existential horror game. I did break it a bit by testing how thick the walls were though.

Well I was having fun with it, and ran into some confusion with the rat smashing portion.

Never thought I'd get scared by a wheelchair, but here we are.

Aside from some weirdness with one of the endings and some very weird translation issues, it was a lot of fun. Great work

It's really adorable and fun, and hit the 90s extremely well.

Cute little FNAF-ish typing game. I'm a bit lost on how the attacks triggered and looks like you get 3 "lives" before the game ends, but the monster designs are pretty creepy. Never been scared of a tree before.

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Pretty fun, a bit predictable story-wise, but for your first release its totally fine. Definitely didn't run face first into the spore storm because I didn't realize what it meant by run.

Solid scares, unhinged in the best ways, and with enough mystery and story to make replaying it worth it.

Simple, but extremely effective at keeping you on your toes, and the sound design was great!

I like the mix of "I'm On Observation Duty" style detection and the analogue type horror of the photos. I'm pretty sure I missed some, but with some polish I could see this being a really fun seek and find horror game.

Really good work, the atmosphere was perfect and the only complaint I have is that I am too impatient for sneaky bits and the killers line of sight felt brutal. Loved it though!

Really cute use of breaking the 4th wall, had some good tension during chases, and the trade off of speed vs visibility seems pretty fair. Great work!