I love that this game was well thought out, beginning to end. At first, I felt the tension, which really had me nervous about where to look. But the more I played, I learned it was fairly easy not to look at the killer, which took me out of the horror aspect. It became more of a just look away real quick and spam my flashlight. The concept, music, and tone were really strong for this game. Overall, it was a really good game with a lot of potential. I feel that it needed more time for polishing.
WhyNotProgram
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I had a good time playing this one! The environment and animations were a strong point. I had fun using the camera to take photos. It was a great idea for advancing the game. I ended up getting stuck at one point because I kept taking a picture of the same animal. The random gunshot did startle me, but I didn't feel the fear aspect. I think more buildup would have helped the horror aspect of the final kill scene. I was curious if there was a survive ending I attempted a couple of times with different answers to see if I could outwit the killer, but died each time, haha.
I really enjoyed the game! The atmosphere and pacing were amazing. The jumpscare did get me, I was not expecting that. The storytelling kept me curious for more, and the dialogue was smooth. This was a well constructed game that was a lot of fun to play. I will say I didn't feel too much horror after the jumpscare. Instead, it gave me more of an action/exploration feeling.
Thank you for taking the time to play through the game thoroughly! We don't have testers so many bugs can go unnoticed when the scope is too large for the deadline. It means a lot!
The time running through dialogue was left as is because most of the time-related features were not added.
I forgot to add feedback for certain actions like buying land.
Tombstones and other buildings have build limits, which increase each time you buy land by its base build limit: from 3 to 6 to 9, and so on. I added this to the tooltip, but it's not really noticeable. You have to zoom in and hover over it to show the detailed info, which I just noticed doesn't update on the already placed ones.
Thank you for the UI advice. I'm not too skilled at UI/UX yet, so it's a learning process for me.
The gate icon represents the entry fee, the ghost icon is the ghost count, and RIP is the worker count. It seems I didn't add tooltips to those.
Workers (hat-wearing ghosts) were going to operate attractions like the mausoleum. The ghosts have wants and would move to the desired location once it's running with enough workers, but I ran out of time for detailed AI due to learning UI.
I stopped working on the road near the end so the models are rotated incorrectly. The AI follow-road script caused heavy lag with the A* implementation I made, so it was removed and scrapped due to time constraints.
Ghosts currently have a bug that stops their count at 100.
Again, thank you for the detailed review. You pointed out a lot, which is much appreciated!



