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Nightrun

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A member registered May 12, 2016 · View creator page →

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Amazing Game, I look forward to seeing more chapters and how the story will progress. 

was an interesting game


Loved that there was options to choose between psx, vhs, and the option to turn off the CRT filter. Would of liked to see a option to opt out of, or reduce the head bobbing while moving.


Sound levels were good (nothing too loud like many other games rely on)


The darkness after the pipe lasted a little too long.

Really enjoyed the game

I do wonder if it is just the 1 ending or if there is more

This is mainly because there is the hidden "item". ( "item" to avoid spoiling what it is.)

Bugs:

If you progress dialog before it fully appears sometimes part of it will stay on screen for the rest of the game.

Could fall/walk/jump into the water, which would get you stuck in the endless blue static of the ocean.

(2 edits)

Overall an amazing game


Feedback:

VHS effect is good but was just a tiny bit too much at times.

Would of liked some of the story/lore explained through some notes and/or the old newspaper, instead of all from the Manager (Howard)

Gameplay:

After Losing your key you have no idea of what to do since the logical choice of having the manager (Howard) open the door with a master key or giving you a new room key was not an option. (Progression after losing the key seemed to just happen by walking aimlessly)

Sounds: 

For the managers talking sound it was really strange to hear the minecraft villager grunt.


Audio otherwise was great, I really liked how you made the knocking always seem to sound like it moved on to the next room.


Question:

This to me feels almost like a prologue to a Game about the Town of Firemore, so simply put are you going to be expanding upon this with another game/game series?


Edit: fixed typo

No need to apologize for the bugs, it's never possible to catch everything, plus different systems as you pointed out with framerate can have bugs that only effect them.

I only mentioned them so that you'd know that they are there. not as any type of complaint.

I will say though for when it comes to recording games right now I am using a dual PC setup so it can be a cause of bugs once in a while. So it is possible they all could just be related to that.

Yet Another Amazing game by you

Feedback:

Bugs:

When using the mouse click for interacting with objects the camera sometimes sticks in place

Not sure if this is a bug but, you can pick up objects faster alternating between pressing e and mouse clicking allowing for much faster pick up of items then possibly intended.

Sometimes when leaving the hiding hole you will just be placed back inside This Might Be because of the collision from Naomi blocking you.

Gameplay:

Would of preferred More objects to be pack up in other rooms and less in the dining hall.

I could see some getting lost in the manor layout but i had no issues with it.

Other Wise the game was great.

This Game was Okay a little odd since it felt like 2 short games were slapped together.

Feedback:

Gameplay:

During the Collect the Gas cans:

I only saw the Monster at the very start the rest of the time he was never in view or a threat he probably should of been at least fast enough to stay visible at all times to give the player a feeling of unease of if he will catch up.

After getting the gas cans the transition is just a black screen and drops you into a mental hospital?? which honestly just felt like a second game added in and had nothing to do with the first right now.

Hospital Section: 

A large use of jumpscares here the images lasted too long at times, plus it became expected for them to pop up.

The Code was just on a piece of paper, would of been better to have the numbers written on the walls with a symbol or something to depict the order, and the paper being the key to that order.

Sound:

The static sound between transitioning levels was Very loud.

Jumpscare sounds were too low adding to the images lasting too long, and since jumpscares rely on loud sound + a visual to scare, they just weren't very effective.

Story:

There seemed to be None so any feedback would be irrelevant.

Other:

Would like Credits added even if just to the games itchio page

This helps Those that created the images/assets used by letting others know they exist

This also helps Content Creators know where sounds and images come from so they don't have to worry about copyright.

This was Decent overall as For Feedback:

Starting the game:

Clicking the three dots to start is not very intuitive might of been better to just have pressing any button start the game, or just a relabeling the dots to play or start.

Gameplay:

E for flashlight feels wrong, most games have it as F with a few putting it on T, E is almost always interact

The right side of the Car in the driving sequence has some strange lighting issues happened.

Letters when being read far away with the hover over text is somewhat hard to read because of the white text on white paper that it is from, reading the notes up close has no issues.

It was kind of odd to have the game just interrupt me while i was reading a note to start a cutscene that ended the game, I assume this is timer based, it might of been better to have it trigger from leaving the cabin

Sound:

The intro/logo was a little too loud

Other:

Would like to see credits added, even if just text form on the game page

This helps out those who's assets you've acquired, and used.

Also from a video creators standpoint Credits allows youtubers and twitch streamers know that they are in the clear from random copyright strike/claims which is a big plus in getting more to play your games.

This is a good job for a first game

The looping was interesting with how it worked, though I wish you would of had small details added to the alley as you progressively looped, a little blood splatter and, maybe a trash can that gets knocked over ect.

Honestly it just needed something to make the alley slightly getting creepier/scarier as you continued on.


For sound design Some of the sounds were a little too loud compared to the rest these would be

  • the intro
  • the scream
  • and the end part

tasks for the bar 

I would of liked if you allowed them to be done in any order, except taking out the trash being left for last in a second task list, that way the player is given an illusion of choice at the start.


Since the games main focus is the alley and what happens there I don't think anything else was needed for the bar section.

length of the game

As for the length of the game some may complain it was short, others may complain it was too much looping in the alley, but for me I found the length fine, actually more then fine, short games like this for the first few projects will help you in the long run since you'll get more feedback that might help in the future games you make.

I look Forward to your next horror game.

A short fun game

 I may of encountered a bug at around 1:17 I exited the door with all the items and it had placed me back into the original room with the objective of Find a Sacrifice Honestly I thought this was normal at the time, but upon looking at the other videos here it seems it is not.

Suggestions for future games

Maybe have some items be outside the dressers/cabinets that make sense (like candles🕯️)

Since there is a notification for finding nothing It would be nice to have a notification when you find something, instead of just crossing out the item and playing a different sound.

 I only suggest about the notifications because when you get a notification that you found nothing most will immediately think that you will get a message when you find something, and this will make some think the second sound from searching is a variation of finding nothing till they notice that the objects have been crossed off.

This was a short simple yet interesting game, it was good overall

It really hit home with the uncomfortable feeling of someone just watching you, though I would of loved if he was able to turn to face you at the sides instead of going back to looking forward.

I would of also enjoyed being able to call the police on him, After he made his "offer".

Great Game, was slightly difficult because the ladder had little indications of where it was, though I do see you updated it to include a light at the ladder so that hopefully will fix that issue.


Also I want to point out the Sorley Journal on the wall was a little too pixelated in the smaller print to fully read, though this was in 1.2 version I think and on high quality.

both of your horror games so far have been well done.

I am looking forward to your next horror game.

Even though you didn't get to make the game exactly how you wanted because of the deadline it is still a great experience as is.


also I just want to say thank you for including all links to the assets you're using including sounds

It's nice for youtubers, to know exactly where all sounds/music comes from (and sometimes in game picture/artworks)

and it's wonderful that you give credit to the those providing resources even the ones that say you don't need to credit them.

I do hope you continue to do this for your future games. Whether it be in the form of credits in game or on the store page.

Great Demo and looking forward to the full game, though if you don't mind sharing will the full game be taking place in many smaller different locations maybe one larger location, or all centered around the butcher shop?

As for feedback

I did find a softlock

After you get the pork from the box you are able to put it into a bag, which makes it so you can't put it away, but can throw it out.

upon throwing it out the pork stock was still in my hand and could still be bagged, but could not me placed into the pork section.


I also noticed a bug which I see a few of the others have encountered which is the sliding, it happened to me only if i let go of the movement keys if i was pressing them at the time of interaction with the door, not sure if this will help you in solving it though.

one suggestion 

when it comes to the full game If you Keep the hiding mechanic

It would be nice to have more hiding spots to choose from, and to have the killer checking some of the more obvious ones within the room before leaving.

About The door Transitions

I did like the resident evil inspired door transition, though I would of liked if there was more to them, then just being a transition, Because currently as they are right now they just detract from the gameplay.

The only thing i can think of that would add to the door transition is if you go out front before going outback after the killer appears have the door transition with killer on the opposite side to kill tenderize you instead of the way it currently is with him teleporting in to kill you.

But even if the kill was added it would still detract from the trash task and those similar to it.

I Enjoyed the Game Though i feel like there should be a few minor problems

 -The Combo lock becomes non-interactable / bugs out if you go into it and then leave it.

 -The Ghost sometimes just teleports if it gets stuck including straight into the player, funny and scary to see it zoom by not so funny when it does a drive-by.

One suggestion when the phone is not being held up/your main view, would be nice for it to still showing the altered view it provides while in your hands (to the side of the screen).

Also Would like to know if there is multiple endings or not i assume it is 2 endings though i only did the escaping one (so no banishing with doll which i assume is possible? and has to do with the clock that sometimes won't let you move the hands.)

I do want to point out that it is a little tedious to redo the book section each time you die. (Though I might feel like it's tedious because of the amount of times i died to a zooming ghost)

This was a very Fun game really liked the story telling.

Though the cooking segment is a little too long to be replayed I do like endings being tied to how well you did though. (shortening it will also making finding the right scores needed much easier)

I know I complained about the cooking side being too long, would be interesting to see a "endless" bakery mode type DLC with it's own ending.

Loved the Fact that the only hand holding you did was a dialog from the npc about having a bad day to give you a hint at trying other scores.

Sometimes loaded into the basement as it being very very dark i assumed it is a bug but would be interesting to have a ending tied to it, since it makes the game much more creepy when it happens..

(1 edit)

Really Enjoyed the Game Loved the Fact of the randomized Audio and events, It could use a few more events added in the future for more variety if you work on it any more. Environment Details were good And Lighting was purrfect (I had too. I could not resist)

I only got one of the endings though i did search around for the others, i Had Assumed they were hidden in the facility or had triggers to them but sadly that is clearly not the case, That said I would love for the next game in the series to have certain events avoided or triggered effecting the ending.

I Would also love to see a use to the lean mechanic you have in, such as if you peak into a room with it you sometimes will see something you wouldn't have if just walking in/around.

Oh also I almost forgot maybe add either a death or some type of damage indicator for when you jump on top of the sparking Machinery.

Edit FIxed a Typo

The Lighting was great I also loved the fact that the flashlight flickered, honestly made me think something was coming for me at times.

The interactive environment was also amazing I totally did not go around opening everything looking for items ;)

A Few Suggestions though

Instead of a chair I feel like it should of been a plastic step stool, i Mean you are a 9 year old kid after all, and since you can't push the coffee table it didn't make sense you could carry a whole wooden chair.

Exploring Before going to the room with the Light should have some kind of consequence for doing so, either some scares/creepy things happening, or having something come after you.


I assume since this is a demo a real threat isn't added, but would love to see when one is added that you take advantage of the flickering light mechanic to tell you when to look for a hiding spot.

Would love to see you being able to interact with the playground in the back such as sitting on the swing or going down the slide, just little details that wouldn't add much but would be a nice touch.


not a suggestion but I really wanted a Knife so i can stab that stupid doll before it can get me.

Is there a release date/year planned so far for the full game?

Really enjoyed playing mieri-san 

I do have a suggestion though

I would love to see a hidden easter egg ending of finding and giving back the Yōkai names.  That is If you come back to working/expanding on this game, or if you make any more games with inspiration from Natsume yuujinchou.

(1 edit)

First i must ask where are the pet/boop/steal the goose buttons ;)

 On a serious note i did enjoy the game, i did not play the first game toiletrooms so I cannot give you feedback comparing the two.

But for feedback towards this version: 

For the UI:

The lighter and other hand items seem to be above dialog boxes which can make it hard to read, so having the dialog boxes forced to be top layer of the gui would be a good idea.

For Gameplay:

The valves were Too large and only on walls, making them hidden in stalls and behind bars or on the roofs and of varying sizes, but still obviously standing out (Valve handles being a color that stands out.) would be a welcome change, adding both difficulty and uniqueness.(please do not randomize them though.)

The Monsters Ai needs some adjustments, either by having it stalk the player more closely or have it predict your pathing based on movements to try and block you off after it sees you, 

Maybe Allow you to go into stalls and close the door to "hide" but also allow the monster to open stall doors.

Suggestions:

 Lastly i do not know where you plan on taking the games story but based on the pipeman i assume it will be plumbing systems next? 

Which would be interesting, but also maybe later you can add in other bathroom types with own unique monsters and goals.

 Instead of just the current deprecated bathrooms, we also see others like maybe old Japanese bathrooms with squat toilets and monsters based off Aka Manto, and Hanako (Japanese youkai/folklore)

 Maybe even a bonus Easter egg futuristic type bathrooms that are all clean with a roomba based monster and have all the toilets and taps hand dryers ect. auto turn on when the player walks past making sound for the roomba to head too (in other words a "monster" that is blind and attracted to sound)

Anyways I can't wait to see where you take this, hope at least some of the feedback is helpful, And i will Hopefully survive all this pressure build up that has knocked me out while going down this pipe in this very cramped barrel (i'll try not to roll.)


I did leave feedback in the video right after playing (which i'll be removing from the video at a later time) but the feedback i am writing here is after i had time to think about it a bit more. 


Edit to fix section header size.