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Really a fascinating and atmospheric experience. The house is well laid out, the sound design was immersive and well executed, and it left me wanting more.
My only critique is that it might be better to hide the moths until the lights are on, and that the footsteps are a little loud and a bit fast for one exploring a partially decayed house where the floors might not be stable/solid.
Interesting gameplay though the triggers to progress can feel obscure and linear at times.
Still very well done and shows a lot of promise.
Really a well done experience, very good sense of foreboding and tension with events spread out enough to take advantage of that tension buildup.
It might be nice if more side paths were available to allow the player to wander though. It felt a little bit linear in that regard but did a good job at keeping the player moving.
My main critiques are:
The game didn't trap the mouse cursor allowing it to wander outside the game which can result in misclicking outside the window when trying to turn the character.
The default mouse sensitivity was quite high so I'd suggest adding a sensitivity slider if possible.
Really a very fun and fascinating little experience of a game, love that each of the endings felt intuitive to achieve and that the story had subtle shifts in each attempt to make it feel fresh and not repetitive.
The LOAD button was a huge help likewise for not requiring a complete replay if you mess up.
You've really got a knack for ambience and atmospheric sound and tension. I really enjoyed the experience though it did leave me wanting more but I suppose that's a good result in things like this.
I look forward to seeing more development from you in the future.
It's a fascinating game and always great to see more from you.
Love the game though.
Really quite an experience, glad I got to play it.
My main critique would be that the pacing felt a little rushed and having a deeper story/lore would be great ways to expand the concept. Perhaps have the house seem normal for longer or have smaller details out of place that escalate into the stranger events leading up to the blood and the painting.
My current headcanon/theory is that the painting is some lovecraftian corruption that takes hold in a house like a mold, warping reality to insert itself into a room and leaking out weirdness into the home that acts to draw its victim near enough to pull it inside into the twisted mirror dimension that the creature resides in in order to feed.
Overall I really enjoyed the game, it's very well done on tension and atmosphere and it leaves me wanting to know more.
It's a very interesting game, felt like such a nostalgic throwback to the old maze games but with such a gorgeous art style. Really fascinated by the world and it left me wanting to know more. Looking forward to your further projects.
Sorry it took me a few days to find my way here but really love the style and design you got here.
It certainly got my curiosity and I'd love to see more in the future. It's a fascinating jam game and proof of concept/prototype.
Really love the concept you are going for here, though due to the game's short length it leaves a lot of potential untapped but serves as an excellent proof of concept for what could be.
As always I love seeing such fun games and concepts from the work of Sbug.
Really a great example of how to make a properly spooky atmosphere. It left me asking so many questions about the world and the entities within it and had so much to see I found myself finding new things each time I roamed the landscape.
The demo was great. Chapter 1 really showcased the game design and mechanics well, with enough plot to intrigue and keep curiosity and interest up~
My only critique is that during battle, specifically the defending phase, the timing on some things felt off. Mainly the shield and the boss attack when you are able to move left/right across three pads often didn't move when I inputted movement commands.
It's certainly an interesting concept, and I had fun playing it too, though I cannot offer a great deal of insight as the AI is not currently implemented. The layout of the area is interesting though~
It's a really fun and interesting concept, one I haven't seen since the NES era actually with DigDug.
A few puzzles felt a bit obscure though and the flying enemies could be troublesome on the narrow metal pathway floor, so a bit of polish might help those but I could certainly see the concept built and expanded on. It was really fun though.
Very interesting concept and idea you have, though there is not much to explore yet you certainly caught my curiosity and I look forward to seeing more.
I did feel like the character movement was a little quirky though, the horizontal movement stopped the instant I released the joystick(which is great for sprite platforming, but feels a little weird in 3D), the character also turns too quickly and it can make them feel floaty as if they lack mass.
Beautiful designs though and a world which makes me want to see more~
Next episode is up, and I have to say you were right~ Having a controller made a world of difference. The airdash was 100% responsive and I even learned glimbing ropes and walls was an actual thing.