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Vxylon

4
Posts
A member registered Nov 15, 2021

Recent community posts

(13 edits)

I don't really understand the high praise for this game.. I mean it looks pretty. The mortician stuff is pretty fun and I genuinely enjoyed doing all the tasks while searching for items, but the horror itself is weak and not that great. I'll clarify below but it just seems like another game that abunch of big streamers and youtubers played so it blew up in popularity.

For some genuine feedback, may be a bit harsh / ranty:

Less forced jumpscares, you have a great ambience and setting. You could really play off of it with more subtle stuff making the player think they're being watched without them knowing.
It genuinely creeped me out when I realized some doors were opened when I hadn't been looking or the front door bell ringed. It actually made me a bit nervous trying to figure out whether or not I had to actually care about stuff being open and whether or not there was a intruder on the premise...

Until my immersion was ruined and I realized it was just another generic horror game that heavily relied on jumpscares to do all the work. It's like a stand up comedian tickling someone's feet to get them to laugh at their jokes, it's not actually funny (or in this case scary) and just relies on a basic instinct to laugh. (and in this case it's just a natural reaction of flinching at loud things appearing on screen quickly and it hadn't even made me flinch most of the time because they're so telegraphed and you can tell when it's coming.)

It's a huge immersion ruiner when the corpse does a generic "ooo scarry possession!!! I'm going to point down this way and you're going to be forced into a generic hallway sequence that isn't scary because we already know it's going to just be a shitty jumpscare!!"

I literally couldn't take the game seriously and the ambience / setting was entirely ruined for me afterwards.

To the developers / studios making this. I'm sorry If I was rude / a asshole during my post but you have a chance at making a genuinely good game, don't fuck it up with cheesy jumpscares. I wish you luck.

(4 edits)

Incredibly poor movement from my end since i got stuck on a few doorways and miscalculated where I thought some enemies would be, but just to show that it's possible and that maybe some movement snaring enemies could be neat.
I got stumped a few times trying to figure out how to not die near the end opening that one gate since getting in the room with the card tended to get me stuck in there, not to mention the Sewer's movement penalty and tight corridors were hell. I'll probably redo this run later with a proper key overlay.

A bug report too! Since It's probably unintended but you can pixel-walk / surf across the side of the sewer tunnels.

Another edit!
Does this game have a community discord or anything of the likes?

(4 edits)

What will the main game be like / what's the plan once weapons are properly balanced out?

A bit of extra feedback too but this is mostly a blind comment because I'm not sure what enemies you have planned, but I feel like the snipers may be underused. Most of the areas (so far) are close quarters and if a hostile is tanky it might end up being easier to just dump a rifle's magazine into it until they die, since if you also have to deal with any 'lesser' hostiles then you'd have to swap back and forth when it'd clearly be easier to just use the rifle due to the fact you could simply carry two slots of rifle ammo instead of hauling both a sniper and its ammo due to only being able to carry 15 rounds per slot (what i tended to get locked at for some reason through natural ammo pickups, not sure if that's intended or not) unless ammo limitations aren't planned?


EDIT: I also know you have more enemies planned but maybe make taking damage more punishing or apply a movement penalty, since it's pretty easy to do a pacifist run. I'll see if I can get a good video soon.

(2 edits)

As someone who's usually overly nitpicky and negative about things this was a rather fun game (even with slightly jank things like being able to grab objects, look at a wall, and being able to drop it into the void) and I see potential in it. To whoever the dev is, goodluck with it and i'll be watching this closely. Thank you for the experience.

My primary feedback is that I tended to enjoy the hectic fast paced swarm fights with the faster but (i assume lower HP?) screamer enemies more since they tended to provide a actual threat. Maybe push into that idea a bit more. I'd also love if the item physics concept was delved into a bit more since there's some potential surrounding it. 

I'd also advise maybe dropping the amount of loot down if you really want the player scrounging for supplies if that's what you're going for since I tended to have the exact opposite issue, upon spawning in i realized loot spawned around the map so i dropped my entire inventory and merely survived off the in-map loot but i was still constantly trying to figure out what to keep / bring and what to leave behind rather than desperately searching for much needed supplies.