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This is a cool concept for a game, and all of the decisions and story beats feel  very intentional. The atmosphere was very well done, the silence was creepy and the UFO sounds / camera rotations were sufficiently off-putting. The puzzle clues were also quite well done, giving bot hinsight into the past as well as hints at a solution. As others have said, this was quite well done for a 3D entry - it may have been a bit on  the dark side, but that just served to further the creepy atmosphere.

Some feedback:

- The block puzzles were done quite well, but the pushing / pulling viewpoint left a bit to be desired. I'd suggest either turning the block partially transparent when it's being moved, or til the camera slightly to give a view of the room and block together.

- I was never entirely certain how the marbles would work. Sometimes the cameras reacted to their initial impact, sometimes they tracked them partway into their roll. It was also hard to know if the cameras were looking at me or at the marble, I got burned by this pretty badly in the room after the playground hint (I was certain the camera was looking at a marble but it suddenly turned and spotted me).

- I really like the text for the Falling sphere, but it took me three different playthroughs of that particular area to trigger it. Perhaps  put the sphere above the hole rather than in the middle of it.

Overall this felt like a cool interpretation of the theme, and it did incorporate some Metroidvania mechanics into it, but it felt more like a puzzle game to me. I don't really hold that against it, it was definitely fun for what it was and it set the mood very well for both the mechanis and story on display. Nicely done!

We really appreciate the in depth feedback! The marbles  definitely weren't explained as best as possible, but essentially the turrets will always focus on the most recent sound emitted within their radius, so when a marble makes a sound, that's when they lock in on it. Usually marbles will make a sound whenever they collide with anything else like a wall, but I think I might have made their audio source range too small since if you throw them far enough you might not be able to hear them