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TheCatMask

11
Posts
A member registered Sep 28, 2024

Recent community posts

I replayed it and I'm updating my takes

The environment design wasn't the issue. I just hadn't realized the doors were more than props. Maybe add some non-locked doors so the player can understand that doors exist, or add an "E to Interact" prompt when getting close enough to do it.

While I still think the shotgun is a little overpowered, the Auto-cannon is okay
The lighting was caused by the bug, not by anything of your doing

I still ultimately think that the appearance of the game could be more unique, as right now it looks forgettable. I can barely remember any of the designs for ANYTHING. The only designs i can remember are the health-pickups being orange squares. 

(1 edit)

Alright, I have three critiscisms

For starters, the game looks, at best, unmemorable, and at worst, extremely ugly. Its immediately apparent (at least to me) that this is an Unreal Engine game. UE5 isn't bad, its my favorite game engine, but the visuals feel way too engine-defaulty. Try working on the atmosphere or post-processing effects some to make it stand out more. Its also extremely dark but you have a flashlight so I guess that solves it? I'd just prefer some more natural lights

Secondly this just is not fun. The enemy AI isn't bad, at least not noticeably so, but they're all extremely fragile. The Shotgun is also way too overpowered to be your starting weapon. You're in mostly tight-corridors and it can two-shot almost every enemy from a mild distance away. It resembles a Double Barrel (and is called the Super Shotgun in the menu) so I'd expect it to be strong with a very short range. Maybe introduce the Auto-Cannon first and have the Shotgun be an item obtained later.
I was also able to get the Rocket Launcher and Grenade Launcher without actually picking them up by holding Q, and the Grenade Launcher could be fired without ammo.

Thirdly the layout is bad, after going downstairs in the cargo-area I was completely lost and gave up. The item pickups are a little dim as well. Maybe try lightening them up and making it more obvious where to go with visual cue.


I can see massive potential, but as it is I would never consider buying this

I can't seem to add a level-builder node into my scene, am I doing something wrong or is the plugin broken

oh my god its a vore thing.....

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Digsted. Is this a vore thing?

Let's agree to love this character. Or rather, is there anyone who hates James  Doakes? : r/Dexter

YOU ARE RIGHT, LAD!

Harvey.. IS THAT DEXTER MANNING?

hotel translyvania

I did not enjoy this game at all.

Its a straight line from beginning to end. There was no fear of running out of ammo (which was implied), no fear of being too loud (which was implied).

You have no input on the games story (As far as I can tell, the different hiding places don't have any consequence and you can't approach the dino during these segments

The "90s games aesthetic" doesn't work while the game is very low-polygonal, it does not make up for it in texture-work (Which, you did a good job if you weren't aiming for a 90s aesthetic game)

It is a book/movie masquerading as a game and watching it would be no different to playing it

what the fuck did I just play

(2 edits)

This was a very good game that I'm currently editing a youtube video on. However I feel like, instead of the first half being quests and the second half being the survival portions, perhaps you could have it span multiple days instead of single. After repairing during the day, the first night segment takes place, then its day and you do fetch quests, night, day, etc etc.

Otherwise really good game, I'd legitimately consider buying a game in this style, its very... satisfying art-wise.

Only one flaw; the lantern being able to fully rotate 360 degrees bugs me for no reason, not a 'serious' bug but just thought i'd share that

Edit: uploaded the video and linking it here for free views