Interesting concept, you have to be strategic about how you move to win.
Sometimes I couldn't interact with clues, and on level one I still went away, but on level 3 I got caught. Also hiding the knife wasn't intuitive, I thought cupboard should be an ideal place, but it was the carpet :D
GameDeath
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The visuals were intriguing, definitely needs a little more ambient light to see what's going on better. I see the concept you were going for.
I would say it has a major gamedesign problem, where the progress on trail and points increase with almost same speed. I assume, when trail progress fills - it means the carriage won. And therefore I won't be able to collect points needed for gator or bear.
Also I think you can make the people stay in one position and the fight can be rpg-like style, then it will add more strategy.
But it's a nice submission made in 48 hours! Kudos!
This game has a great potential to be turned into something bigger, I think, and I would love to see it in the future. First of all it's different from other horror walking sims because of controls, that add to the atmosphere of being a frightened lonely person in the alley. Second of all the silent movie aesthetic makes me think about some good classics, like Hitchcock's movies or Nosferatu, so it can actually be the "be the hero/heroine of the silent horror movie" simulation, which leaves a broad choice of plotlines and interpretations. But if the game is longer then clicking a-d all the time would be tiring.
I like the idea about plot twist during the second playthrough. It's just unfortunately maniac with a chainsaw and some generic cultists didn't really click with me, I will be honest it's a trope, that you see way too often.
But great job done!