Not a bad game, however, as for some feedback...
1) I found it unfortunate that every weapon in the game is practically useless.
From what I can tell, melee is completely useless. Melee attacks do not knock-back, or stumble enemies, and because the protagonist's melee attack animation is so long, it leaves you wide open for a counter-attack from the enemy. The enemy simply absorbs the player's hit, and continues along with their attack as if nothing ever hit them.
Alternatively, you can shoot the zombies, and it can lay them out flat, but this is only temporary. The zombies ALWAYS get back up. They never die completely. I suppose ballistics can serve to get the player out of a tight situation, but the zombies are so spongy that you're likely to receive a lot of damage, or even die, before dropping the enemies cornering you.
Because of all this, the game basically discourages the player from even using their weapons, and instead encourages the player to run in and out between enemies.
I'm sure it's a difficult balance to obtain, but at the moment, gunplay and melee are not great.
2) An option for auto-aim, and toggling between targets would be really nice!
3) This one is simply a personal preference, but the menus' incredibly bright and saturated blue are quite harsh on the eyes. I'm having difficulty even writing this post because my eyes are bleeding from the blue on this page haha!
Everything else was really good!
Hope to see more from you in the future!
IngameAsylum
Recent community posts
Some feedback:
- Account for QWERTY Keyboards
- There seems to be a massive memory leak. The longer the game is left to sit, the worse it runs. The framerate continues to dip lower and lower over time.
- Ease off the Depth of Field. It's cranked WAY too high.
- Game is VERY dark
- The fish-eye effect seems to be completely pointless, and serves no other purpose than to be annoying. I get that it's supposed to be a body-cam, however, I feel it's only in the game because it was sort of the hot new trend there for a bit. I feel the game would benefit from having it removed.
With the game being too dark, the DoF cranked to 100, and the pointless fish-eye effect... it makes SEEING your game rather frustrating.
"All music tracks in this video game are copyright free" - Fears to Fathom Intro
YouTube is catching me on 2 songs:
1) boyfriend - Original Key - PianoNest
2) Vitamin 128 bpm D#min - Dreamlife
YouTube's bot has wrongfully claimed these though. The first song does sound similar to the song in the game, but it's not the same song. The 2nd song claimed doesn't sound anything like the song played in the game.
Unfortunately, there's no "your content ID bot is wrong, YouTube" option in the dispute section.
I found this bug in the version you removed about a month ago, and it persists in the new version here.
In case you're unaware of it, I thought I'd go ahead and mention it because it's really frustrating.
Below I've posted an image of where this bug sits.
In the corner of this room, you are able to fall through the map. It's easy to do because the pipe you jump from above basically has you fall right into it. I fell through the map a few times, and the "Restart Level" option sends you WAY back; forcing me to redo the entire fuse box section of the game—which is 2 load-screens back. This bug wouldn't be so annoying if the Restart Level option simply sent me back to the room left of the room pictured below.
Other than that, the game is fun! Glad it's back on itchio!
My ONLY complaint about this game is that I wanted more!
I can't say I've seen such a polished, high-fidelity game of this quality on itchio before, and I've easily played hundreds of itchio titles.
Color me extremely impressed! Lots of really cool ideas, interesting takes on common game mechanics, and great atmosphere!
Absolutely recommend!
I'm blown away that this game is free!
I've gotta say... I've spent a LOT of my streaming career looking through, and playing hundreds and hundreds of itchio games, and every so often I stumble upon a gem on here.
Pumpkin Panic is one of those gems. This was a ton of fun to play. Thank you!
Tossed you $10 for the game. I hope to eventually see this game expanded upon one day, but if not, it was blast playing 1.1!
Maybe I'm alone in this, but I had a lot of issues getting through this Demo. It was frustrating. It's possible it was bc I was streaming it at the time and focused a lot on chat, but it's also possible that there are some legitimate design flaws that need addressing. I feel if these are taken care of, the demo's pacing would run much smoother.
1) Admin Office (looting for supplies): You have to be right up on each desk to be able to open any of the lower drawers. Because of this, I spent far too long looking elsewhere thinking that the lower drawers weren't accessible. There's ALSO an area in front of the 2nd desk on the left after entering the room that prevents you from crouching, which only added to the idea that I also couldn't get low enough to access the lower drawers. Because I had already found 3/4 Supplies, the Keypad outside the Medicine Room had me thinking I needed to be looking for a code instead to get the final piece of loot.
2) In the 3rd segment of the demo—where you have to find 3 Breaker Switches to unlock the door—the closest switch to the main character's spawn point is probably the easier switch to find... on paper, but with how it was implemented in the game, it was the most difficult for me to find. I spent way too much time looking for that switch, and after thinking about it, here's why:
First, the 3-Breaker Puzzle isn't presented to you until a bit farther down the hallway. This already had me thinking that I needed to push farther into the building to find the switches, not head back to my spawn point. The game helps fortify this line of thinking by having 2 switches beyond the puzzle introduction point.
Second, the location of the 1st Switch—closest to your spawn point, and before the puzzle introduction point—sits in a corner shrouded in darkness. Armed w the mentality above, this Switch was way too easy to overlook, not to mention, the game actively encourages the player to NOT look in the direction of the 1st Switch's location due to the room's design. In the 1st Switch's room, there is a big window that allows the player to keep watch of the enemies patrol paths outside the room. Because of this, the player is encouraged to always be watching the window. Also, none of the enemies' patrol paths ever cross the door nearest to the 1st Switch, which also drives home that looking that direction isn't very important. All that, and add the fact that the Motion Sensor in your hand has you watching that as well. I spent a LONG time looking for that damn switch. Almost made me give up.
3) In the 4th segment of the Demo we come across a seemingly sleeping enemy seated on a chair holding a beer bottle. When I first encountered this character, it startled me! I gathered my composure, quietly snuck by, and continued on. After having gone back and forth about 10 times looking for the next step, I finally decided to say "screw it" and tried waking the enemy. Turns out, that's exactly what I was supposed to do. Now, there's a problem with this. Everything in the game prior to this point has taught the player to avoid these people at all costs. I NEVER would have thought that the enemy was going to suddenly help me get out of here. Unless I'm missing something, I feel like this makes no sense.
4) In the 4th segment of the Demo, what is the fuse box doing in the weapon's cabinet?
I feel like if these can be addressed, the pacing will run much better.
I love the Poop Killer series, but Poop Killer 6 is probably the weakest of the series. Very short, and not much really happens.
Some of the optional endings were pretty humorous, and unique, but that's about all it's got goin for itself when compared to the rest of the series.
Not terrible, but nothing great either.
Ok, so I've played a LOT of itchio horror titles, and the mass majority of them are quite bad lol! I went into this game half-expecting Mothered to be full of the same ol' tired tropes found all over itchio horror, but I have to say that I was quite happily surprised. This game is fantastic! The beginning of the game had me a bit fooled into thinking it would end up being like the many other itchio horror titles I've played, but this game was a sleeper hit for sure! The creativity in the visuals, dialogue, text prompts, transitions, character models/movements clearly all had purpose, and intention. They all served the story in some way, when initially it doesn't appear that way. And what blew my mind was that, arguably, the best part of the game/story (where everything REALLY comes together for a fantastic conclusion) is hidden away in a secret ending!! Ballsy move for sure, but holy hell is the secret ending SO good! This is genuinely one of the best experiences I've had playing a game. Amazing job!
For anyone wanting to play this, I recommend doing a normal playthrough spoiler-free (maybe takes about 2 hours), and then speedrun your way to the secret ending (which can easily be done in maybe 15-20 min. Below will be spoilers on how to get the secret ending.
(SPOILER) HOW TO ACTIVATE SECRET ENDING
After your you've collected all the apples from the Orchard, do NOT talk to you mother as she's instructed you to. Instead, head back inside the house (with the basket of apples), and place them on your father's record played in the living room. That's it! Enjoy the greatest part of the game/story!