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hitboxxy

5
Posts
A member registered Jun 05, 2025

Recent community posts

wheres the massage oil... :O

No problem! I hope you understand that this is also coming from a place of already enjoying the game! You did a good job so far, you've got a good skeleton going. I think it won't take much actual new assets to improve it, if any!

Highest priority is fixing the sound system. It doesn't feel very specific like something from Alien: Isolation. You should probably do something like pick one or two points along the length of the snake, and have them make noise inside the vents, at wherever they are, whenever they're passing through vents. Might not map 1-to-1 to how the coils actually move through space, but I think you'd want to prioritize clarity and precision of the snake's position anyways.


I think the current map viewer is cool/useful, and I like how the randomization works (doors + spawnpoints), but the snake is entirely too easy to dodge. At once point I only ran slightly around the head and I was able to just juke it entirely; it doesn't currently feel difficult to avoid.


I think the way the light works is also somewhat annoying because of it's sensitivity. The flashlight will switch sides when even edging closer to a wall, so it can feel like it does so almost randomly. I had to hug the wall just to make sure the light aimed where I wanted to, which felt REALLY bad for some reason.


A-also please. um. flesh out the way the snake attacks. Getting just knocked over was very tame. It's ok for version one, but I think at a bare minimum, it should like, let you see for an extra couple seconds while it coils around you (maybe just by letting it keep tracking around the player, at first, then see if it looks more realistic with minor tweaks?), but the goal would ideally be for that "drawn-out" ending that was promised, including actually seeing being swallowed.

This is really good for a first demo but it needs more work before the game feels right. I don't think you'll need anything like new mechanics or new visual assets, though you might need some small animations at first. Should just be tweaking for now. THEN I'll beg for a fully-detailed swallowing animation with louder gurgling noises and a longer tail length with every death.

An external, re-viewable guide for how rolls work would help a bit, but otherwise this is a really cool game!

Made an account just to say: Thanks for working on the art. My dumb ass is usually turned on by anything with a good concept like this, but despite the great gameplay the traced and AI art really bummed me out. The new content is great, but getting someone to actually do new art for everything is amazing as well.