Thank you!!
CHEEMSOFTWARE
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Hi!
I'm Cheems and I'm pleased to announce that I finally put together my first horror game. It was just a simple project to pass Unreal Engine 5 course in uni, but I upgraded it a bit and made it a full game.
Full gameplay on youtube:
You play as detective Frank Calder - your goal is to investigate a construction site near Rosewood Asylum to check if there are any victims of Eddie Hollow - a patient that escaped after 6 years. Eddie always had this weird ritual where he recorded his victims last words.
After finding first victim of Eddie, the police receive a call about Eddie's whereabouts. Your goal is to look for more victims of Eddie and how many recordings he managed to get. After finding enough bodies, return back to your car and finish the investigation. Should be easy, right?
Play it here (10-15 minutes of gameplay): https://legitcheems.itch.io/do-not-enter
Hi, I've finished the demo, would like to leave some feedback:
- The options menu unfortunately crashed my PC, forcing me to play in 640x480.
- Environment looks really good, gives Dead Space vibes.
- Music and SFX fits the game really well.
- Some objects didn't collide with the player character.
- Camera works well, but sometimes goes through objects and some angles are weird, for example the one right before the exit where I could see the player character from top, it just didn't click for me.
- I liked the terminals. They worked well and were easy to understand. Just one thing to consider, maybe zoom the camera on the terminal object and make the buttons there?
To summarize, the game looks gorgeous, plays well, is easy to understand without much explanation. The opening cinematic is amazing. Just a bit of adjustments would make it perfect imo.
Looking forward to an update if you plan to work on it.
Hi Alan,
First of all, huge thanks for taking your time and trying out the demo. I understand that for now it's kind of a feature creep and has a lot of systems which might not work well together, our goal was to try and see which ones players will enjoy, focus on those and remove or change the rest.
We are planning to go more for a classic metroidvania combat without the rhythm part for player character, giving players more freedom, maybe keeping the rhythm part for enemies so enemies only attack on beat.
Again, thanks for playing the demo and your feedback.
Game is very polished, the art is fitting together with music. The general idea is also awesome, I enjoyed building my spaceship. One thing though - I didn't expect my modules to dissapear after upgrading the ship. It's not an issue anyway, simply because the game is paused so you can build a new ship easily.
So, finished playing and here's my review:
1. The art is really done well, although I would love to have better animations for actions. But the variety of enemies is complementing the lack of animations for me. Music is amazing, a lot of biomes is also a nice touch, in general this feels like a lot of content (I only counted 3 biomes and 5 enemies, unsure if there were more)
2. The difficulty of the game is nicely balanced, I had time and opportunities to heal and sustain damage while waiting for damaging type of card.
3. I haven't really noticed visual indicators. I believe that's because of custom engine, but would be nice to have at some damage numbers or heal numbers appear above enemy/player. It was also difficult to know what each type of card does - I'd say its better to have at least a text above them to say that some of them are damage cards, and others are healing cards.
4. I have noticed some bugs, probably it's also related to the custom engine. For example, sometimes the card at hand is hidden and I had to manually drag them to know what cards do I have
5. At first I didn't really understand the mechanics, but it's not very difficult to manage without a tutorial.
Overall, it's very impressive considering the custom engine you used. Keep making games, I want to see more of those!
Thanks for the feedback - I've tried to leave out the realism part out of there, since I thought it would've been too much if I required player to log into a server and manage it this way.
For the starting slower part - I did several adjustements with the difficulty, but I agree that it goes too fast at start and is overwhelming to the player - will adjust
I've managed to beat the easy level, here are my thoughts:
1. Art is done well, fits together with music
2. The game seems to be quite difficult at start, but once you get a grasp of it it is balanced very well
3. I loved the visual indicators, I could easily see where I'm getting shot - but I think it's very difficult to dodge those bullets, most of the time it felt like I had to be lucky not to be hit
4. Controls are simple and done very well. I usually dislike these types of controls but here it was fine for me
5. Tutorial section is done nicely, I understood what to do
6. Goose









