That was fucking amazing. Great job.
Recent community posts
I understand what you were going for for a story and metaphorical perspective. That's how I solved it in the end, and it's actually a very good psychological puzzle idea. But walking through what very clearly seems to be a physical object goes against everything we've experienced so far in the game. I think just having a texture for the bars with collision off is.. strange. And not a great idea gameplay wise.
The way I solved the puzzle in the end was I began thinking, "Maybe I destroy the bars," thinking back to busting the boards with the sledgehammer. And because the swinging moves you forward, I just slid through while trying to smash them. Don't you think this might've been a smarter choice? By actually making the player feel like they're making a conscious choice and progressing, instead of.. Glitching out of bounds?
OK, so, spoilers here so don't read if you.. aren't the developer or haven't finished.
OK. I reached the room with the ladder leading to light, and the hole in the wall with Dina(?) barking. So of course I went in the hole and fought all the giant roaches, then ended up in the disturbing Hell tunnels with the floating chest-hole and swollen head boys. After navigating this I finally reached a new room that seemed normal enough. A door leading one way, a ladder leading to the surface. I climbed up and the dog was just waiting for me. It was sunny and bright and I pet it.. and the screen faded to white. The ending text was something like, "I escaped that hell" so on and so forth.. To be honest, I was kinda pissed off and skimmed it.
I know it's in survival horror nature, but I don't really want to replay the game to seek out more endings.
Amazing environments. Great enemy design. Fantastic sound design (and atmosphere all around). Fun little fourth wall breaking moments. Really actually gut wrenching, scream inducing scares. Combat was a bit stiff, but it felt appropriate for a survival/psychological horror, though at the same time ammunition might've been -too- plentiful.
The design of the shotgun was VERY interesting and subverting.
The apple puzzle was.. Kind of ridiculous. I don't know if I did something wrong or not, but the solution was completely nonsensical and took me the better part of half an hour to solve.
I really enjoyed the way the story was going.. until the end. I really feel like a lot of the loose ends were left COMPLETELY resolved, whether I was missing notes or not reading into things enough (I admittably didn't find tapes 1 or 3). And more importantly, I found the ending to be just.. Unsatisfying and boring.
When presented with what I figured was a morality choice at the end (though I'm not sure about whether or not this was a decision that would affect the ending), I chose what I figured was the good ending. And after a little bit more atmospheric tension, the game just ended. Kind of lamely at that, without any real gratification.
Again, I'm not sure if I missed anything that would've contributed to a more satisfying ending. But in the end, after all the pretty good game.. I just feel a little unfulfilled. :/
Nonetheless, great great game. The experience that lead me to the end was more than enough to make up for the ending, in my opinion. Had me really scared a LOT of times, although, frustrated a few times too. Amazingly made game.
Good job, Kira. <3
Your games are so in need of improvement that it honestly baffles me.
The graphics in every game are just awful, and while it's true that graphics aren't everything, you at least need something to make up for graphics. All the Timore games lack the fundamentals of horror. The sound design is awful, the atmosphere is awful, the game design is awful.
Timore 1 and 2 were just boring fetch quests with jump scares interlaced. Timore 3 at least tried to be more unique, but really seems to be nothing more then a Spooky's House of Jumpscares rip-off.
Infero is.. Wow. I don't really know. It seems to be less an attempt at jump scares, and more an attempt at.. A slasher game? I genuinely don't know. It was literally just an unconnected series of locations with badly animated enemies between them, enemies that, mind you, seem to also be ripped off from other games.
The Timore games, to my knowledge, are totally unrelated in regards to lore, but then again, I don't think there is any lore to begin with. I noticed that in one of the games you literally stole the description of sleep nightmare anxiety from a medical page.
Stop doing what you're doing now. I'm honestly offended as a consumer that you would charge for this. While you charge 5 dollars for a 25 minute (at most) game where you run to different locations and hack at badly animated monsters, there are genuinely scary games like Bunker 16 and Phobia 1.5 that are FREE.
The original Timore game was ambitious, and somewhat fun, albeit nothing but a series of jumpscares. Since then, you've been churning out clickbait content good for nothing but facecam reaction videos on Youtube. I implore you to redirect your efforts, because right now, the Timore games are becoming a laughing stock in the comment sections of Youtube videos, akin to the Life After Us and White Mirror games.