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MothlessLamp

7
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A member registered Mar 01, 2025 · View creator page →

Creator of

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I think it’s totally fine to have the actual button tapping as a game feature, not allowing holding it, since I guess it would take part of the gameplay out now that you say it. It’s not really annoying, but maybe you could also lay more into it with some feedback when you have it reloaded or something.

The game is really cool though, so don’t take my walls of text in a bad way. :D

Btw If I were to guess, the button thing could be that you’re just checking the button press itself and not the context.performed on the relevant action. I believe it’s different from the older input in this way.

pros:

  • It does have a very horror feel.
  • The audio suits it well.
  • The game and UI look nice, but maybe the menus are a tad too extensive.
  • The saves are nice to have.

cons:

  • You have holes in the map on either side of the main entrance.
  • I was really, really lost on how to progress at first. (which is probably my skill issue, since I never play horror/puzzle games)
    • Maybe some sort of subtle hint would be great. (It might be there and I just didn’t notice)

gameplay related notes:

  • You can just walk to some random direction on the map without going to the house.
  • Maybe I’m a bit stupid but I was kinda lost even with your directions, if I didn’t find the flashlight first, I’d have given up on looking for the key.
    • On the note of the flashlight, the F key binding didn’t work for me.
  • The first time around after picking the note I couldn’t get into the bedroom area, the doors didn’t open for me.
  • The zombie clipped through the wall/doors a few times.
  • I’m honestly not really sure how you evade the dude, should I just wait for him to turn around and sneak?

other notes:

  • Holy, 3.2GB
  • The lorem ipsum text in the loading screen is probably not necessary.
  • I don’t think the two folders titled “DoNotShip” are needed. (you can cut the size at least a little bit, it shaved off 1.3GB and worked fine without them)
  • It’s quite difficult to measure exactly how much I liked the game since it does seem like you put a lot of effort into it, but it also looks like the asset did have some influence with how I felt about it, overall it’s cool though! :) (also screw that jumpscare man…)

pros:

  • I like the design.
  • I find the game loop fun.
  • The UI is nice and simple to navigate.

cons:

  • I really miss any sort of health indication, either the player’s or some sort of feedback on hitting the enemies as I often didn’t know whether they hit me and disappeared or I hit and killed them.

other notes:

  • First of all I think you should move the stuff for the testers into the description, I wouldn’t assume everyone’s curious about the devlog :D
  • I’d appreciate a way to hold an arrow for continuous firing without having to spam click so much.
  • I noticed the gun shoots on both button press & release, not sure if that’s an intentional feature.
  • I find it could be more visually intuitive to split up the player and enemy modifiers in the shop a bit more, you have 3 rows of [ only Player | Player & Enemy | only Enemy ] upgrades, it’d make more sense to me to just split them into two triplets of player & enemy upgrades/downgrades.
  • Maybe some enemy variations could be interesting, even simple stuff like spawning a special one worth more money would be a pleasant surprise while playing.
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  • The particles are nice.
  • The sprinting movement speed is nuts.
  • When you shoot, the projectile is launched in the direction the camera is looking, but the projectile spawn doesn’t seem to rotate with it and is locked to the front of the player, so when you shoot behind the player model it doesn’t travel at all and you just shoot into yourself.
  • I got stuck on a chicken.

pros:

  • The generation is nice.
    • I like that you can go through the same part via different routes.
  • The movement feels good.
  • I really like the concept of chasing after the ghost for your crown but since I am allowed to get really close to him it’s a shame I can’t hit him or something as this way it kinda seems pointless to chase him from the knight’s view since you can’t really do anything to him? (ofc it’s just a dumb nitpick)

cons:

  • I didn’t really find a use for the attack overall as the slimes get knocked up if I hit them so it’s easier to just jump over, and if I want to kill them it seems to me they get one-shot by jumping on top of them. Maybe if they gave bonus points for killing them or something, it would be safer to just hit them.
  • I didn’t really see a noticeable difficulty increase if there is any (I played to around 60k points).

other notes:

  • A leaderboard looks like it’d complement the game well.
  • I really enjoyed it, but maybe it’s a bit easy.
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I didn’t manage to finish the game, I’m stuck at 1 missing item that I can’t seem to find.

pros:

  • I like the idea and design of the game. (even though I’m not really into horror games)
  • The audio suits the game well.
  • There’s some enemy variety.
  • The game world was not empty and there was random info to find.

cons:

  • Some of the effects are a bit too much.
    • (my head hurts after playing for a bit)
    • I found the audio a bit loud too.
  • I got stuck in colliders a lot.

other notes:

  • I feel like diagonal speed is faster than normal straight movement
  • I softlocked myself by walking on the side of some tree colliders.
  • The Vendigo can move through colliders but the “you’re looking at him” (I assume it’s a raycast) doesn’t go through them, so he moves even if you can see him, but he’s technically behind a different hitbox.
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pros:

  • simple and straightforward game idea
  • Interesting concept (I think it could be a good choice to do multiplayer as I’d most likely play such games with a friend rather than alone)

cons:

  • camera was going all over the place for me and sometimes you can get it to just rotate for a long time by itself (granted I was button mashing the inputs quite a bit)
  • I got lost quite easily off the track, but that might just be the missing textures

other notes (dunno where to put it):

  • I’d make the lap timer quite a bit bigger as it’s a bit harder to notice at first and I think it’s an important part of the game.
  • In my mind the game would benefit if you introduced more variety with the tracks, would be cool if you could actually generate the track itself.
  • I didn’t really notice a difference in the terrain between 3 runs refreshing the page.
  • A leaderboard of sorts would be nice to compare the loop times.
  • You can just go and roll off the edge of the map.
  • Maybe somehow showing the sequence in which the gates are to be taken would allow going over the terrain and not sticking strictly to the track would make for completing it in a more creative way, if that’s not against the game vision.