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studio-rtv

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A member registered Jul 26, 2017

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I agree with the comment below that the art is definitely the strongest point of the game. I get heavy Blade Runner vibes from it!

I also played in the web-browser version and had some difficulty with the controls as well. Weirdly enough, I had no issues getting long-ranged kills but if a robot was about mid to close range from me, I'd have a lot of trouble actually hitting it. I constantly felt like I had to be aiming more to the left than what was intuitive for me from other 3rd person shooters, so I'm not sure if I should chalk that up to the smaller web-player window or maybe there's room to play with camera angles vs aiming angles? I didn't really feel like I could properly maintain control of the situation if a robot got within attacking distance, since I had trouble aiming and also couldn't get away due to being so slow.

The Megaman Battle Network series is one of my all-time favorites, so of course I absolutely loved this game! Definitely a very hard game, but I enjoy the way that it ramps up the difficulty in a steady way that would feel very rewarding if I had more time to really sit down with it and beat it! Maybe once I'm done with finals? ;)

I also really love the boss design as well, it really keeps the game fresh and interesting considering the fact that a "one boss boss-rush" as a concept has a high risk of becoming either repetitive or too short. Even though gathering the glowing tiles technically makes him more difficult to beat (which as a player I should be conditioned not to do), I honestly didn't even mind because I was always excited to see what new attack would get thrown at me next. Really fun game!!

Had a fun time with this game! The fact that having your eyes closed is safety is pretty unique, and the sound design/atmosphere was pretty strong and often left me feeling tense most of the time. From what I could see of the monster too, it had a really neat design that I enjoyed :)

These were some of my pain points while playing the game:

  • Since the main mechanic takes away vision, as a player it conditions me to heavily rely on sound as it's the most reliable sense I have to evaluate my surroundings. Having the tree owl (?) warn me about danger was great for this reason, since it taught me shriek = close your eyes. However, there were times where the monster killed me if I ran into him by chance and there were no warning shrieks, just because I couldn't hear its footsteps if I had my eyes open.
  • I had no clue where I was 90% of the time. I get the impression this was maybe intentional based on some of the game's flavor text, but personally I could've used more landmarks to track my progress and reorient myself after walking around with my eyes closed. It kind of turned my experience more into "let's just wander and hope I stumble into this key" rather than feeling like I was really exploring the space or anything.

I hope that you plan on continuing updating the game though, I thought the concept was super neat and I think it could be a real stand-out game with more iteration on it!

Really enjoyed this game! Here are some of my thoughts as I played it. 

[SPOILER WARNING FOR ANYONE WHO HASN'T PLAYED YET]

So first, what I liked/memorable moments:

  • The atmosphere was incredibly unsettling. If anything, having very little ambient noise was a huge strength, leaving me painfully aware and paranoid of all the noise I made doing anything and made other noises really stand out.
  • The moment after the phone call when you see the door leading to the jack/queen/king area was great. I knew I HAD to go in there since there was nowhere else to go, but the anxiety of just finding out that I'm not alone in the house made me dread going in there. Same goes for when it was time to walk into the basement.
  • The radio... lol.

Some room for improvement:

  • You use lights and locked doors to guide the player through a linear track through the house, which is great. However, the globe lights going up the stairs encouraged me to try to venture up before I was "supposed to." Once I realized that and tried to go back downstairs, I struggled to go back downstairs because I couldn't see the railing in the darkness. I'd suggest keeping these globe lights off until it's time for the player to travel upstairs.
  • I picked up a key, but to my knowledge I didn't do anything with it? When I reached the locked front door, I tried to pull up an inventory by randomly hitting typical inventory buttons (I, tab, escape), and it wound up freezing my game (I believe Escape was the culprit). I assume in later versions there will actually be a use for the key, but until then I'd suggest keeping them out of demos.
  • Convincing a player that actively moving towards a visible threat is usually pretty difficult. Already being kind of anxious from having to walk into a dark basement, the reveal of the killer at the bottom made me expect some sort of chase/hiding sequence through the house, since being at the top of the stairs gave me a head start to get away. It wasn't until like 15 seconds later when I was still at the top of the stairs and nothing had happened did I realize that I had to go down to trigger anything to continue.

Again though, this was great! Definitely will be following development and can't wait for future updates :)