
LOL wtf, i just beat the boss and offer the necklace to the goddess in menu. Then start from Moonshine Field and proceed to the right. Reach the Trolly Valley then take the minecart(with about 6 frames). Then i arrived at Forgotten Village.
I was playing the demo in a browser (Chrome) — the title screen shows Ver 0.2 in the bottom right. I wasn’t sure whether the downloadable version is the latest, since it only says “demo” in the corner instead of a version number.
During most of my playtime, my CPU(i7-13700k) usage was already around 40% (it’s only about 10% when the game isn’t running). When I reached Forgotten Village, it even spiked to 99% — I could practically hear my CPU screaming. Where could the problem be coming from?
The music creates a fantastic atmosphere, and the art style and animation's depiction of gore are superb. I'm really looking forward to seeing the final product.
However, regarding this demo, I'd like to offer some suggestions: First, the game lacks a proper save function. You can only return to the point where you just got off the car after death. And if you choose not to continue after death, the game close without prior notice, and when you restart game, you find the game is start from the beginning. Furthermore, regardless of your game progress, resuming after death always returns you to the point where you just got off the car, meaning you have to start all over again. Additionally, the game contains some traps that are almost impossible to avoid upon first encounter, and puzzles where incorrect solutions result in death. Combined with this save mechanism, this significantly increases impatience and severely undermines immersion. Finally, the can't skip already read text further exacerbates the impatience of having to start over.
Furthermore, I think this game doesn't need so many control buttons. There's no need to put all the different interactive functions on individual buttons. A is cancel, S is confirm, D is inventory, F is to drop weapon (by the way, in this demo, this function seems to have no other purpose than being accidentally pressed when you're busy), ZXC are QTE interaction keys, Ctrl is to raise the gun, and Space is to fire (by the way, I didn't see any notice in the game about using gun). These functions alone already have nine buttons. Unless these functions are needed simultaneously or might be accidentally pressed during quick transitions, I think having one button with multiple functions is feasible.
Although I've said so much about the negative aspects, I sincerely think this game has great potential and I hope it will become an excellent game.
By the way, I really don't understand the logic of the electricity puzzle. If anyone knows, please tell me.
good, i like the pixel art, and the art style of marie in main menu, and i am surprise in this game has chinese translate, i want play your next game. but i also want report some bug and give some suggestion.
first, Marie can't walk smoothly on the slope and looks like it is stuck.
second, if rerun game, the girls' rescue progress will be reset. this game is short, so it not a big problem, but if your next game are longer and also has collect system in entire game, this bug will be very horrible.
there has some suggession base on my personal opinion:
the combat is kind monotonous, against normal enemy, all i need to do is walk to it, then punch it until it die.
player movement is a bit stiff, and the thing that impressed me most was that when walking off a platform, the momentum would be reset to zero, forcing the player to fall straight down.
I think this game could be better, so i really hope can see your next game.
Good Luck.