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HayDHDGamingYT

28
Posts
20
Following
A member registered 92 days ago

Recent community posts


Solid for your first published game! The first half get me into the story and the second half isn't too bad. You got the retro style down and the set up for the most part is decent.

SPOILERS

With the chase I would've expected it to be a bit faster as the monster is very slow and honestly not that disturbing. I thought it would be some shapeshifter trying to impersonate a cat only for a weird demon cat to come out or something. I can guess with the MEOW sounds it's not meant to be a scary monster but there's tonal whiplash between the tall scary monster and the sfx. I'm not asking for loud music and big jump scares, but something more then a slow walking demon would pay off the build up more. 

The walk down to trail 3 at night could perhaps make use of the radio to help break it up a little; It's in your hand so may as well get a few more lines in to break up the walk then have it cut out when you reach the trail.

Overall good start as a first time dev and you got another follow from me!

TLDR: 8/10 would make coffee in again!

Given this is a demo I don't have too much to comment on in relation to the creepiness. I got a handful of events, mostly creepy with one giving me a good gut laugh! I also appreciate not using overly loud sfx whenever something spooky happens!

One thing I would like to see is perhaps a couple more angles for CCTV, simply for the fact that details such as damage to the front is brought up but never seen visually. I'm only theorising atm that the later nights may cut off 1 or 2 of the systems so it would be good to have the other angles as a backup for such descriptions if that's the case.

I also think a handful more daily tasks could help offer chances to make the player comfortable before throwing something at them. Think of how voices of the void waits for you to be in the routine before creepy stuff happens. Only 1-2 more tasks just to add a bit of variety outside of restocking. Perhaps just emptying the bin or unlocking / locking the window with a key, stuff that opens more opportunities for things to hide in the corner of your eye.

Overall its a fantastic demo and I can't wait to see what the final game has in store!


I think this game has potential to be interesting, and it does have me curious about the mystery of what's causing the knocking. I enjoy a good detective game but atm this one feels a bit empty, like you could squeezxe so much more out of it or at least flesh out the story a little more. I do have a number of ideas/notes though which I'll need to put spoilers to describe properly.

SPOILERS AHEAD

- Having multiple endings is a great way to add replay value, I do think the code could be random each playthrough though and change the note, or the number on the bottle each time so once can't blast through the door in 10 seconds.

- There's several items around which aren't interactable, they don't all need to have a clue, but moving some stuff around to look for things can make it more engaging. Turning on the TV to see what they were watching last, checking under ornaments, turning on PCs, stuff like that. The more interactable things the better.

- It would be a more comfortable with a wider field of view and a v-sync option as the narrow camera and screen tearing made it a bit uncomfortable to play.

- The death animations when it hits 6pm is very buggy and honestly a bit cheap with that overly loud sound effect. As you can see in my video he glitches through wherever I'm looking. I think maybe having the character turn around at 6pm to see him there would be a smoother way to do the death? Or if you want to avoid the glitches of the model you could have an animation where the player looks down and sees he's been stabbed then collapses, and cut to the suspect walking out the building.

- I think the office at the start and the board near the end could use a bunch more information on it, sticky notes or something to add some lore to the game. You could even make it a small free roam area where you can find the clues the detective has currently gathered. I'd also like to know why he picked the people on the board so maybe small bios could even work. 

- In the same vein of adding lore, we have a book to check the clues but I think you could add a 2nd page to the note book where we could read all of his notes leading up to the main location to fill in the current blanks in the story. Given it's said "same pattern" at the start I would guess it's a serial killer? How many victims do they have, what signs do they usually leave, etc.

- Since there's only 4 clues, they should be harder to find I feel, especially the bottle and audio recorder, there's a tonne of drawers and other inaccessible places that would be a good place to hide it. Under items in a bin, behind a shelf, etc. Like an escape room, doing a few steps for each clue would help flesh out the game more.

These are just things I've noticed and think can be adjusted to help reach the potential this game has. I know it seems like I may be bashing a bit but I genuinely would want to see an update to this where it's a bit more flashed out because I love this genre of games. Overall it's an ok base but with a few tweaks it can be a much smoother experience. Keep up the good work!


TLDR

Solid and addicting gameplay with a handful of lovable jank. Overall a really solid and addicting game with mechanics I can't wait to see expanded in the full release! 

I know you want more feedback so I'll put what I can here. I can comment more when the full release happens and I can see all the mechanics.

Technical

- There was a few moments where the character rag dolled and left some... interesting imagery, but honestly that adds to the game as each time it got a good laugh from me.

- The game ran OK on my main PC, but my modern laptop still chugged a bit, certainly some optimisation needed here, or at least the option to turn down some settings to run smoother on weaker hardware.

- There needs to be more in the tutorial as some gameplay elements were not explained at all. Examples include the fuse box mini game and the gumball machine and how watering the plants gives the money for it.

Sound

- I think the main thing here that needs some adjustments is the sound as most of the time it's dead silent and the few voice lines in the game don't have any acting for them. Even just someone with a demon filter saying the lines would work better than just nothing. this was most notable in the end where the music abruptly stops and the character says nothing.

TLDR: Very solid 20 minute game with a disturbing creature design and a very well done environment. Presentation is great but gameplay can at times feel a bit slow but not enough to affect enjoyment too much.

The AI on The Director is at times a little dense given I can flash her from behind with no consequences. I do feel this would be a bit more tense if Nina could move faster and you had more sprint available as the chases feel a little stop-start and awkward at times. Outside of those and the loading bug mentioned in the install instructions I don't have any issues gameplay wise.

SPOILERS AHEAD

What captures me with this game is the story, as it leaves me with so many questions and I really want to know what happens after the credits. My headcanon is the protagonist died shortly after due to whatever was done to him and their severe reaction to light but manages to break the story before that happens. I do find myself asking a handful of logistical questions though. One example is why the protagonist wasn't strapped down at the beginning and why was the key just on the side. But these are just minor nit-picks and definitely doesn't outweigh the positives here!

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Short, sweet, easy to follow and a good way to spend 10-15 minutes. I do wonder what's up with the dude in the long hallway though, I feel like they're holding some secrets!

I will say though that the messed up music started to drive me a little mad on subsequent playthroughs xD

This was one of the games of all time and a perfect game for those looking for a game to spend valentines day playing!


The game's humour is great; Gave me plenty of laughs and the ending definitely caught me off guard! Its a short 10 minute game that has lived rent free in my head ever since!


A fun concept for a game and solid for something made in 48 hours! I see that you asked for feedback so I give it in the video along with some ideas on what I think would be cool additions, but will also write it out here for your reference… 

Pros

  • Short and sweet
  • Funny idea which I can definitely see fleshed out.
  • Simple to grasp the concept of both the story and the gameplay

Cons

  • It needs some graphical options. The chromatic aberration is very harsh in this game and my laptop chugs a little even with it being in just the 1 room.
  • (SPOILERS) Anticlimactic endings. I was hoping for the CIA to bust in or something like that when I eventually did fail. Some basic game over animations would be handy here.
  • Could just be since I was lagging a bit, but I feel the collision of stuff on the floor messed with movement when trying to move around quickly, maybe move the sink and the chair around and leave more space in the middle?

Ideas

  • Small one to start, it would be cool to see the shadow from the CIA agent outside the door when he knocks, there’s a light bleeding under the door, would be a neat detail. In a similar vein to this, seeing some birds outside the window at times would be a nice touch.
  • This is more of a stylistic idea, but it could be cool to have there be a thunderstorm happening in the background. Whenever the power goes out it’s due to a lightning strike, and I think the idea of there being a flash of lighting which reveals a bird at your window on occasion to be both a funny and creepy idea.
  • Maybe not have the game be endless up to a point. I could imagine a cool sequence where after you get a certain amount of files you need to get out of the building as birds and agents descend upon you. Could make an endless mode separately if really wanted.
  • I think something can be done with the whole “cover the webcam” stuff. Maybe something simple like how the hallway camera won’t work whilst the webcam is covered, but if uncovered for too long you’ll get busted. Not 100% what can be done with the webcam idea but given it’s pointed out along with other important parts of the game on the board, it would be neat to see a purpose. Otherwise I just question why the webcam is even there.

Overall a good base for a game which I feel can blend horror and comedy super well if fleshed out, hope to see more from it!

I hate this in the best possible way. The animation for the spiders in this really do the trick in making me uncomfortable. I'm suprised at the restraint in jumpscares too! Overall good job by the dev!

That's understandable, game development is a tough one and when I make things like films I'm cutting stuff all the time for the sake of time and not biting off more than I can chew. I get you on the stuck in place aspect, adapting that into what I said, an example could be that if they hopped the roof of the car, the car could break down, then you're stuck. There's always something learned from each project though, just carry lessons learned into your next game and over time each one will improve!

A good base for a game with an idea I'd like to see expanded. There isn't too much to say in terms of gameplay since it's pretty straightforward dialogue choices and using your judgment on if you need backup. Given this seems to be the your second game on here, it's got some promise! I will say though that a certain walk cycle now lives rent free in my head xD

I do have a few suggestions on how I'd build upon this game if you chose to. If this game isn't being touched again feel free to ignore these. 

- There can be a much more involved gameplay here outside of just sitting your patrol car I feel; like I mention the idea of driving down the first person who approaches you on the night shift within gameplay. Like a short 1-2 minute drive through the forest would do. Then have some stuff come up on the way back to the parking lot followed by what happens currently. 

- For the day portions, maybe some visuals to accompany the events you deal with would make it feel a bit more engaging as well as an acted (or AI if needed) voice on the radio like I put into my video, building the sounds up will definitely help with solo location games like this.

- It's not really explained how the officer doesn't see the creature move? Maybe incorporate a muzzle flash or something to blind them to hide the transition?

- I mention in the video about the tonal whiplash between the music and what's happening. I think if this was played a bit more straight and horror like, it could work better, as there's nothing that suggests the night portion as being comedic (outside of 1 easter egg at the end which I won't spoil for anyone reading this), maybe keep it light in the day with the jazz on a radio or something, then earie silence at night?

- For the day 'missions' maybe there could be a few more and have it placed in a randomised order with there being 2 at random that always needs backup. I only say this since I managed to mess up a few times and having to go all the way to the start again was a bit of a drag so a few new ones in the mix could've helped there.

Sorry if you didn't want an essay written but I wanted to offer whatever feedback I can since this is only the 2nd game you have on here. I also really think an expanded, more dynamic version of this idea could be great! Good base and curious to see what you cook up in future, you got yourself another follower!

Short, simple, sweet. Definitely some spooky stuff in here and you'll cover almost everything in 10-15 minutes. I do wish there had been more events in this along with even a few more levels following this concept to flesh out the game. I won't spoil but the ending did feel a bit anticlimactic and also think the build up could've been a bit more gradual. Overall for the short experience it is, it's done quite well and Rotten Apple, you've earned yourself a new follower!

Firstly the voice acting is pretty good. It kept me hooked with the story and made me want to go out of my way just to find all the tapes. The environment is really well done and runs smoothly on both computers I tried the game on. This is just my nit-pick but I wish there was a bit more control in terms of the camera, to zoom in or out whenever I want to either focus on objects such as the (SPOILER) near the end or just take in the landscape to get my bearings. It's paced very well and doesn't overstay its welcome, 20 minutes to get through. Overall a very atmospheric game with a story that had me interested throughout. Also bonus points for not having any tapes hidden TOO well!

Really enjoyed this game! It set a very solid atmosphere with decent restraint in relation to jump scares and a few points I found myself doing a double take on if I saw something in the corner of my eye or not. The sound design especially got me on several occasions (footsteps at the satrt of my video for example). I did find myself confused slightly in realtion to the timeline of the story but other than that no notes narritively. Like others though I do want to know if the bird is ok!

A pretty enjoyable game which offers a similar energy to it's inspirations such as Buckshot Roulette. I do wish we were able to see an example of the "investigate the small room around you" mentioned in the description as that'll allow for even more feedback, but it's early days so that may come in an update. As I mention in my video I think some form of difficulty settings could help with replay ability; some checkpoints on easy and none on hard, the Handler using some dirty tactics in the later round on hard, things like that.

I'm curious to see what happens narratively, why my character was chosen by the Handler, why they offer a 'fair game' and what other stories they'll come out with as each round passes. I also think if more items are added, a small guide in the main menu can be helpful for newer players, maybe even stylise it so it looks like something crudely drawn up by the Handler for their victims. Overall I'm curious to see how this game is built on and hope my feedback has been useful!

Oooh, the sacred slice exists! Very sneaky spot indeed.

Glad you enjoyed the video and hope you appreciated the watermelon based mental breakdown xD

A very enjoyable little platformer that harkens back to the classic ps2 style platformers. 

Did another video for the Christmas update, hope you enjoy!


I had a tonne of fun with this game and found the switching of genres to be very refreshing! Taking something as simple as being late for work and turning it into a unique, engaging game (or games?) is very impressive and well done to the whole dev team! The humour surrounding the shower thoughts and the sandwich during the meeting with the boss were particular highlights for me. Also the ending is very wholesome!

Only small issue I would say is the fact that half the lines are voice acted and others aren't, which threw me off a little when recording but as I say in the video itself, it's the most minor of nitpicks.

Overall this is a great little game and anyone reading this, I highly recommend giving this a go, it doesn't overstay its welcome and will provide several laughs throughout!

This has a good foundation for a really interesting game, emphasis on foundation! I really like the idea presented here with working for a company and finding out the other people there aren't all they seem. In the video I do rant a little about it, but there's an item which can be made but really has no unique use and I think even a bug given how it affects a certain puzzle and makes the game incredibly short (can maybe do it in 2 mins or less with that knowledge).

I think if this was built upon, made to be longer (30 minutes or so) with a much slower buildup. Maybe the menial tasks you do as an "intern" start off normal, then things slowly start to seem weird, or certain requests are made that most people would find unusual. When things begin to kick off and the alarms blare, it would be good to get some reaction from the other people in the facility (or lack there of). We meet who I thought would be a reoccurring character at the very start who disappears after 2 tasks are done, I wanted to see what their reaction would be for example.

I know this wasn't made with a long story in mind, but I would honestly love to see this expanded upon as it sets a good base and I'm genuinely curious as to what's going on in this facility, and more about how the protagonist landed the job. I feel there can be tonnes of expansion here! Overall a fun, quick game which leaves me wanting more, in both good and bad senses.



The camera and jump mechanics are a little fiddly, and can be an issue for those who get motion sickness easily with all the tilting. Outside of those issues this was a great proof of concept. Sad to see it won't get expanded in future as I'd loved to have seen how you did the other found footage sections. 

So it's clear from the get go that this game is heavily inspired by games like FNAF and Observation Duty. Taking the camera and reporting system from one, and needing to guard and light several directions at once to keep an entity at bay from another. In general it's incorporated well and balancing the monitoring/reporting with checking your surroundings makes for dynamic gameplay.

The menu is a bit bugged though. Firstly there's some Z fighting on the monitor. Also when looking left to check volume it's impossible to change is as holding A to look that way also changes the volume. May be worth making the volume slider unaffected by the key presses so you can change with the mouse without intrusion?

(SPOILERS IN THIS PARAGRAPH)

I'm unsure if it was a bug or not, but when i reached 7am, the screen went off and nothing happened for a good while. I eventually got jump scared after a whole 2 minutes and 50 seconds. I get it's a "there's no escape really" scenario but almost 3 minutes is excessive. My guess is this is simply a bug and given this is a demo I'll reserve judgement on this part but thought I'd mention it here. I think what may help make the ending/wait for the end better is a radio message from a team coming to get you, sort of a fake out where the entity kills you just when you think you're safe?

Overall though it's fun and kept me tense, especially in the 2nd half when it all got a bit hectic. Fix those minor things I mentioned and it'll be pretty solid!

Glad to help! If you end up making any major changes be sure to let me know and I may cover it again!

A very clench worthy 15 minute game! The tone is established very well and I was on the edge of my (driver's) seat throughout most of it. I really appreciate the restraint you demonstrated in terms of the jump scares and letting the environment breath.

If I had to offer any suggestions it would be 2 main things I believe will add to this. 

Firstly I think there should be at least 1-2 cars in the first half, even if the location is isolated, I think it'll let the world feel ever so slightly more alive and immersive. 

Secondly would be in relation to the sound. Given the remoteness of the location, doing something with music on the radio could be of great help. Something as simple as having it cut out and become more distorted the more and more remote you are. There can also be the chance to put in signals from... other places as you approach the end, assuming that would suit the narrative you're trying to tell.

Overall it's solid and I was happy to make a video covering this game!


Really enjoyed this game! As I mention in the video it took me back to my times as a film student and gave me a weird, welcome sense of nostalgia I did not expect going in. The chaos on set, the run and gun nature and not caring whether it came out picture perfect or not.  

A very cute game and a concept I would love to see be built on. I can picture a few more interpretations on this set in different decades, 2000s, or maybe 2010s, with flip cameras and phones taking the place of the VHS, however I think setting it in the 90s was the best move as it keeps it simple and pre-2010s is when kids were more likely to try this sort of stuff.

Very solid experience, hope there's more like it either on the way or being developed by others inspired by this game!

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A neat little experience and given how young you are, a pretty impressive effort!

I've provided feedback in the video itself but I'll also type here in

case you don't get round to watching. The main issues I find is in 3 areas, the fact it can chug a bit with no graphical options to make it easier to run, the sound and the checkpoints.

1-2 checkpoints will do the trick as I died (quite stupidly on my part admittedly) a few times on the parkour and chase section. It can be quite off putting for players when you take a wrong turn in a chase, die and need to go all the way to the start and do 3-4 tasks just to get back to the part you died.

Sounds is the main area I would say needs more, it's dead quiet 90% of the time. Some more atmospheric sounds and a bit more focus on the sound mixing/volume will do wonders on experiences such as this as building an atmosphere is more than dead silence followed by having my ear drums assaulted by super loud audio; Jump scares are great, but not every single sound needs to be as loud as one. Wind from outside, footsteps on the monster, dripping water around the pit, etc will really add to it and offer a gradual build up.

Overall a neat experience with much room to grow gameplay and story wise, hope you end up adding to it or at least use this as a base to make your future work more robust, you're still young and got a bunch of time to improve!

Ah okay, I'm relieved that I didn't just miss something super obvious and it was just a bug!

Yes, I did realize very late of the holding F button. Maybe just a subtitle saying such when you pick up your first pack could be the best way to go about it?

Again, I'm happy to play this again when it's updated or the next version is released, feel free to just reply to me here and I'll make another video on it!

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Like a few others here am quite surprised this didn't get that much traction. The game has several funny moments and some interesting execution. I'm very curious to see where this goes given this is just a demo currently. 

I do have a few notes though. As you can see near the end of my video I just got stuck and it wasn't made clear at all what was happening or if it was intentional or not. The stamina system works, but maybe make the cigarettes a bit more scarce as it feels like I have way too much near the end of the game. 

The demon's dialogue was a highlight for me, would be cool for them to get some voice lines, and the robotic voice from the device could do with some subtitles as it took me a while to understand what it was saying which led to me getting a bit stuck at that part. May be worth keeping a small menu with current objectives that you can summon with tab or something just to keep track of what needs doing.

Overall it was a fun time, hope to see more from it and will happily make another video for that if/when the full version drops