I survived! 😄
What does the +2% ammo upgrade actually do? I bought it a few times, but I didn't really notice any difference.
By the end, I had a machine gun! 😄
I think the game could use more upgrades, I actually really enjoyed that part.
Okay, this is much better now. Thanks to the development log, I saw that there had been some updates. I even managed to beat the game this time! 😄 The controls didn't feel frustrating anymore, and I finally escaped—although only on Easy difficulty.
The hunter's sounds still don't quite work for me, though. It's not very intuitive to tell when I'm actually in danger. A lot of the time I could hear it through walls, even when it seemed to be far away in the maze, yet it sounded like it was right next to me.
A couple of times I died without even knowing where it was coming from or realizing it had caught me. I don't think the game necessarily needs to be easier, it just needs to communicate danger more intuitively.
Maybe the hunter's audio could change depending on whether it actually has line of sight to the player. The sounds could become more intense when it's actively chasing you, rather than just wandering around.
The levels also felt like they got easier instead of harder. The first one was by far the most difficult, I think it took me about five tries to beat it. After that, I almost just ran straight through the remaining levels.
The environmental objects were a great addition, though. They finally made me feel like I was actually exploring a place instead of just wandering through endless walls.
Oh, and I noticed a couple of bugs.
When I reached the first planet, I was in the middle of entering the Caesar code. Before I could press Enter, I arrived at the planet, but the Caesar panel stayed on the screen, so I couldn't really see the planet. 😄 I think you may have forgotten to hide that UI.
Also, at the very end, the game asks for my name and then displays a message addressing me. However, even though I entered my name, it didn't show up, it just left a blank space where my name should have been.
Okay, I finally made it, I reached Earth! 😄 It was awesome!
Once you know what you're supposed to do, it's actually a really atmospheric experience. I have a few thoughts, though.
I think the red reboot button on the left could use another second or two before it explodes. Most of the time I died because I had the Caesar cipher window open when the left reboot alarm suddenly went off. When several problems happen at once, it feels like I die too quickly, and it's almost always because of that left button.
The Caesar cipher itself isn't a bad idea, but the only way I could solve it was by opening an online decoder in my browser and typing the code there. That pulled me out of the game completely. It might be nice to have a clever in-game manual for it. For example, you could include a page that lets players figure out the cipher themselves. That would give them something else to interact with, keep them immersed, and probably make them feel smarter when they solve it. I don't think many people can mentally rotate a Caesar cipher while the left reboot alarm is blaring at them. 😄
Also, the Caesar input field looks quite different from the rest of the UI. If I'm not mistaken, it's using a native input field. It could use a custom in-game keyboard. Or, if you ever decide to replace the Caesar puzzle, maybe a numeric input puzzle would fit better instead (just brainstorming).
Reaching a station feels like such a relief. I think that would be a perfect moment for a cozy little minigame that you can't fail. For example, loading supplies onto the ship. It would make progressing feel even more satisfying.
It could also be nice to have a few little Easter eggs at each planet, maybe a notebook or journal left behind by previous scientists describing what they discovered there. Something small that players can flip through to help them get more immersed in the world.
Those are just my first impressions. Overall, I really enjoyed it, great job! Please let me know when you add more gameplay content. I'd love to come back and see how it evolves.
One more thing: it might help to have some kind of visible countdown before each disaster happens. Or maybe a progress bar showing how close you are to failing if you ignore a particular problem.
For example, the Caesar reboot could have a countdown timer, while the red reboot button on the left could use a progress bar. That would make it much easier to prioritize which event to deal with first.
It has a really nice vibe, I liked it.
I did feel like something was missing, though. I would have loved to find a few little Easter eggs scattered around the apartment.
I also have this bad habit of immediately turning around and walking in the opposite direction in every game. 😄 Because of that, I managed to fall off the map in the very first scene. I had to quit and restart the game because I just kept falling forever.
I really enjoyed it. 😄 I love how it tries to be cozy and gives you little things to do that reinforce that feeling, like cooking, making tea, or even using the bathroom. 😄 It creates a great atmosphere and really sells the experience.
I could almost feel myself thinking, "Damn, what a terrible job they stuck me with... I just have to survive this." 😄
My best run was 3 papers 😄 That long dead-end hallway is brutal, you can’t really escape it. The whole thing feels a bit like a turbo escape game to me.
I got completely lost, by the way. Some kind of navigation landmarks would help a lot, terrain objects like a stop sign, an armchair, a chair, things like that.
The whole thing could feel more spacious. Right now it’s mostly just two-direction corridors.
The controls feel a bit uncomfortable.
I kept opening the map constantly because I got lost almost from corner to corner. However, the "M" key is quite far from the rest of the controls, especially when using a mouse at the same time. I think it could stay accessible at all times in the top-right corner. There’s enough space there, and I use it quite frequently anyway. Alternatively, if you don't like that idea, it could be mapped to something faster, like Tab or a mouse click.
The hunter sometimes caught me without me even realizing I had run into it. It would be helpful if it made a sound either generally or specifically when it detects the player. At one point, I didn’t even know it was still following me, so I stopped to avoid making noise, only to realize it had been right behind me the whole time on level 3.
The wall textures are very uniform, and sometimes when walking through corridors it felt like I wasn’t actually moving. Because of that, I thought the game had bugged out and I wasn’t progressing at all. The exit wasn’t very clear either, at some point I was just swallowed by the darkness and then realized I had completed the level.
With some polishing it could be really good, but right now it feels more like a 3d pac-man experience than a horror escape game.
I’ve made a similar game myself, and I think I may have fallen into the same trap.
One more thing: English should probably be the default language, since most players would understand it. Also, when you die, there’s no restart option, you always have to reload the game and switch the language back to English.
This was pretty good! It really captured that Backrooms feeling.
When I went through the white gate on Level 5, the game just closed. I'm not sure if that's supposed to be the ending or if it crashed. A message or some kind of ending screen would probably make that clearer.
I got lost quite a few times. 😄
On the mountain level, it might be worth preventing the player from leaving the playable area. I think I spent about five minutes running in one direction, expecting to eventually reach the edge of the map, but it just kept going.
I tried it for a bit, but I didn't get very far. I couldn't figure out how to charge the radio, maybe I just overlooked something.
I really like the low-resolution graphics, but I think the scanline filter is a bit too strong at times. For example, it makes the numbers on the briefcasereally hard to read.
Hi, it was awesome. There were a lot of enemy types. The boss fights were tough, the mecha killed me five times. Somehow, I also got stuck in a room. I think I stepped into the wrong spot after killing the spike boss. I found him from the left side, and when I wanted to leave to the right, I just got stuck.
The dialogues were funny. You should add a menu where players can see what they’ve found and what the items do, because I honestly didn’t really know.
I really liked the atmosphere, especially the background murmur of the crowd, it added a lot. I think this could be developed even further.
I found myself wanting to go upstairs as well. It might also be nice if the characters moved around more, and if occasional deaths could happen when the killer isn’t found in time, that could add some tension.
It could also be interesting if the target were randomized, so the game has more replay value.
Thanks for sharing it!
The mouse sensitivity feels quite high, it’s pretty hard to hit anything, since even a small movement can cause a full 360-degree turn. It might help to have a settings menu where this can be adjusted.
I didn’t realize upgrades were available until after I defeated the boss. The talent system also confused me a bit, it says to hover over an upgrade, but nothing seemed to happen, so I’m not sure if it’s not working or if I just misunderstood it.
After I killed the boss and started the game again, I still had my money, I’m not sure if that’s intended. It also seems possible to go straight to the boss without fighting any enemies.
The levels felt okay overall, although a bit short.
One thing I noticed is that everything looks very bright, and the screen feels slightly blurry, together these made it a bit uncomfortable for my eyes.
I was hoping to find some Easter eggs, but I couldn’t come across any. Also, the enemies seem to float in a slightly odd way, and the boss got stuck between two walls at one point.
Even so, I had a fun few minutes with the game, thanks for sharing it!