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Dead On Arrival

An escape room-themed horror-puzzle game · By Lunar Panda Studios

My Thoughts & Suggestions xD

A topic by Carter Games created Apr 08, 2022 Views: 136 Replies: 1
Viewing posts 1 to 2
(3 edits) (+1)

PC spec’s

  • CPU: AMD Ryzen 7 5800x (Stock Feq)
  • RAM: 16GB DDR4 @ 3200Mhz
  • GPU: AMD MSI R9 380 4GB
  • Played at 1080p

I didn’t get to complete the game as I got stuck in the hospital level. So feedback is limited to those 2 area’s.

A TL:DW of my thoughts & some suggestions from the video above, this is gonna be a long list still, but I’m being honest on what the good bits were & I felt was missing or wrong with the game, so take this as a list to possibly work upon for the release build xD

Menu

  • Laggy load of menu (probs the 3D scene bits), its best to hide the menu UI & all behind a black screen until its ready to avoid such an issue. If not then split the menu scene into multiple scenes and load them it bits instead of all at once.
  • Controls on menu not clear to which is which, UI would be better in a traditional list style
    • It was unclear which keyboard keys controlled which actions, notably journal (which I didn’t open after I first used it, maybe have a use for it? I might have not gotten far enough & flashlight.
  • Menu lacked controller support from what I could tell? you can check for this in both old and new Unity input systems I know xD
  • No indication a controller was in use?
  • Some menu text is blurry (are you using TMP? you should be xD default unity Text is terrible for scalable UI)
  • The brightness slider had 0 effect for me as far as I could tell.
  • Lack of esc option in all menu screens.
  • Loading screens felt a little too frequent and didn't really give much to the player while they waited.

General

  • When looking down, the player model lacked moving feet xD I could tell it was sliding around.
  • Mouse sensitive was really high by default
  • Mouse was visible in cutscenes, use Cursor.visible = false when in cutscenes xD
  • Performance was mixed dependant on scenes, I left the FPS counter on so you can see in the video where it got bad for me.

Train Area

  • Transition between train & hospital was a little weird in a gameplay/narrative style, I may have missed some story that linked it, but it was a bit of a jarring change of scenery.
  • Particles & effects seems to really tank performance? either that or parts of the environment, needs a performance pass really.
  • Performance was a bit low for a Unity game, possibly due to my GPU and/or Graphics API in use but it was not great given the hardware.
  • The tutorial level took a while to figure out what I was meant to do, a lack of hints meant I was wandering for a while until I figured out the simon says.
  • The laptop screen is the train scene was a bit dark compared to the light it was emitting in the environment. Maybe add a emission material / emissive colour to it so the screen brightness matches.
  • The game as a whole was very dark, for my budget monitors I could see more of the monitor backlight than the game at the start. A little backlight would help mitigate that a bit.
  • Some controls were very odd, the item interactions annoyed me the most as I constantly dropped my flashlight on the ground trying to exit some UI.
  • The UI was okay, though I did get some popups stuck.
    • Could use some polish to make it fit the theme better
    • The dialogue text was okay, but sometimes was hard to read over what the player was looking at
    • Dialogue text would be better as a left to right read instead of a centered element in typewriter style.
    • Some UI context clues for using the hammer on the hospital door would’ve helped make that part clearer.
    • Some backspace text UI had inconsistent line breaks.
    • Inventory UI was a little large for the screen,, you could do a 50/50 split, with the slots on the left & the info on the right, giving the items a larger preview for the user to look at. The width between each slot was a bit annoying.
  • Voice acting was good for the most part though some characters where better voiced than others.
  • The food items in the train felt out of style with the rest of the train assets.
    • Might be the art pack used.
  • One of the cases on the train was defying the laws of gravity on its side and took me out of the immersion a bit.
  • Sound overall was pretty well implemented, though I will touch on this later
  • Wire puzzle controls were a little unforgiving, maybe allow a little leeway, if you’re using raycasts maybe have the start/end points be a little larger so they are easier to hit.
  • The door puzzle code only showed 3 numbers on the display yet I had to press 4! I think it should show 4 if 4 are needed.

Hospital Area

  • The toolbox dialogue said there was a clue on the lid, yet it was on the side of the toolbox xD
  • The maybe there is something around here that could break this prompt was annoying and stuck even past the door being opening when I returned to the area, maybe have it not run once the user has passed x point to not confuse them with old prompts.
  • The horror was good here, the second jump scare actually got me good xD
  • The second room (with the torso’s) got me lost for quite a while, some ways that might help to improve this:
    • Item sheens, have items occasionally sheen when the player is near them.
    • Larger hitboxes for items, so the user doesn’t have to be fully over the item to select it.
  • The torso SFX could be spammed, it was funny but annoying after a while of being stuck.
  • The glass on the doors didn’t react like glass, it lacked a lot of the see through it would have from further away.
  • The sliding doors just vanish into the walls xD, maybe have a little bit poking out?
  • I got stuck in the door puzzle, I though I needed to use the vent with the screwdriver to proceed, but couldn’t figure it out, then threw my items into the vent, which meant I couldn’t get them back as it ate them, so I left it there.

Closing Thoughts

That’s of it, obviously there is more in the video, but I think that’s the most if it xD Overall still a great project and well done for getting it this far xD as getting this far to the point of publishing to the world is an achievement in itself especially with a large team xD I hope this feedback is useful and I’ll happily play the full release as and when it comes out and provide an updated playthrough and feedback.

Developer

Thank you for the feedback! We'll do our best to address everything on this list!