Glad you enjoyed it! I will have some exciting news soon about the sequel so stay tuned!
Lucas Graf
Creator of
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Who's guilty?
Well that's for you to discover in this brand new walking simulation experience called 'Guilty'. Follow the narrator's instructions to cleanse your soul...but don't get lost as things can go horribly wrong!
Check out the trailer below and then head on over to https://lucas-graf.itch.io/guilty to play the game right in your browser.
*Photosensitive warning as the trailer contains flashing imagery which may cause some discomfort!
This is a really cool demo! I saw your post on the Indie Facebook Group and really wanted to check it out. Here are my thoughts/feedback:
- The enemies were varied and thought they were used well, and the weapons worked really well.
- Sound design for the weapons was really good, and the audio cues for the enemies was also really good.
- I felt that the speed at which the character walks was a bit fast, as it made navigating the tight corridors within the middle section of the level, really tough.
- The level I thought was laid out well, but I feel in the first room that it was a bit chaotic, especially since I was trying to get to grips with the controls. I think re-changing the first room layout so that there is a clear path to the goal, and is a lot more open, will benefit greatly. Less debris and boxes will also help with creating more enjoyable rooms to fight in.
- Add some secrets, like the little jet-pack room. I instantly got Doom vibes playing the game, and having secrets within this very linear layout will help lift the game further, and add replay ability to the level.
- Add game play elements that incorporate the Jetpack, as once I got it, I never used it. I also found that trying to pick up the Jetpack caused my character to get stuck, just as a note.
Overall, I really enjoyed it! I like how you didn't use an objective marker, I was able to navigate the level really easily, so you absolutely nailed the linear nature of the level, but I would watch out for how you design the big fighting rooms, keep it simple so we don't get stuck whilst trying to fight the enemies. Great job!