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Neomenia

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A member registered Mar 09, 2022

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While i found the opening promising, there were issues that led me to not even blow up a single generator.

1 - The movement was not normalized and therefore, running diagonal was a lot faster than normal movements. 

2 - Sprinting was infinite and a lot faster. This combined with the previous movement issue made me feel like I was sonic running around the map. Super fast, taking away any and all tension. The sprinting being infinite as well gave me 0 reason to not sprint either. I dont know about others, but for me I only ever sprint all the time in games if I am NOT immersed, especially with horror games. If I am, I take it slow and steady.

3 - The map was way too large. Even with the much faster diagonal movement plus constant sprinting it was hard to get anywhere. There is also nothing going on for the entire time and nothing to look at, so navigation also becomes less interesting.

4 - the map was kinda awful. I felt forced to look at it the entire playthrough just so i could attempt to find the generators. I'd love to be able to zoom out or just have a square map to look at to see where the generators are.

5 - I could not figure out how to blow up the first C4. I then tried to go and find another generator but on the next two i found I couldn't place a C4, presumably because the first wasn't blown up. After running back to the first generator and still not figuring it out, I quit.

6 - SCP-096 is meant to become more active throughout, I get that, but I ran around for like 20 minutes and only saw him because i was curious about what an encounter would be like.

7 - thought the magazine counter was a shotgun shell at first so I thought I had 3 shotgun shells.

8 - SCP-096 was angry with me despite never seeing it (this was when i was purposfully trying to find it and shoot it in the face)


Recommendations of mine:
First of all, fix up the movement. Make it a consistent speed regardless of what direction you're going, and give sprinting a purpose. Then I'd say make the map like a quarter of the size at best. It takes way too long to cross with the glitched movement, let alone with the intended movement speed. Look at Slender: The eight pages for what a nicer map could be like. It's a lot more compact, and because of the locations (points of interest) it's possible to navigate this large map without a map. Try to take inspiration from that. Then, make the C4/generators more intuitive for someone to understand. Lastly, make the monster more agressive. The 60 second time-out should be a RELIEF to the player, not a "welp i didnt see it before but now i'll def never see it again". It should be a whole lot harder to avoid angering this SCP and currently it's just way to easy to avoid.

Bugs:
Volume slider starts at 0 but is max.
Lot's of z fighting with fence and tree assets.

Feedback:
Player character felt very slow and I couldn't find an ending. It was also weird to see the map's edges, could've been extended a bit further easily. Different sprites for doors would've also been nicer but at least there was an indicator.

Every time i press start the game crashes 

I'm suddenly going down the road of abusive parents and self harm for the true ending of my concept and while I dont see anything stating this would be too heavy/not allowed, I still figured it best to ask before I fully commit to anything.

Plan for being finished like 3 days before the deadline. Then either you finish just in time or you can add more stuff later.

Beyond that, use planning tools like trello, notion, click-up, notepad, powerpoint whatever works for you basically haha. If you have a list of all that needs doing you'll always know what to work on next

you can go any direction with it that you want. Could have everything go wrong, could have nothing go wrong but make it feel like it will, could do something else entirely. As long as it links back to the theme its a-okay

  • Focus on learning and having fun.
  • Don't crunch, stick to your normal schedules
  • Try to plan a bit on day 1.
  • Cut your planning in halve as that's what you'll actually be able to do.
  • Playtest as often as you can with friends and others as you'll never realize how unintuitive your choices are until you see someone else completely miss it.
  • Try to make a game design document. It's a tool that can be incredibly usefull, doesn't have to be longer than a page, and basically tells you exactly how to make your game concept.
  • Have fun!!!

Probably plenty more tips to give but these ones came to mind.