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That's quite an intensive review! So I'll provide an appropriate response.

Writing: It was supposed to be pretty cliche, the whole game was inspired by 80s/90s slasher flicks. Though it being my intention doesn't prevent it from being a negative. They actually aren't safe outside of the farm/graveyard, but you have to play pretty poorly to have proof of that. If you stress Brian out enough at the cemetery, he'll leave and go home. When someone checks on him later, he's been killed in his room. As far as what they think in-game, I wouldn't have assumed I was safe, either, so I didn't really think about them thinking otherwise. I'll take your note, I'm planning on doing a post-jam version. I'll add a bit to the end of the graveyard segment where she chases them down the street until they lose her, to show she doesn't have boundaries.

Art: I agree! While there was supposed to be character art included, I really don't mind that I didn't get it done, because Jen did a lovely job with the backgrounds.

SFX: I actually didn't love the scream SFX either, which is why I only included it once. Well, twice, including the splashscreen. Knowing someone else feels the same, I may just take it out entirely for the full version. But I love what he did for the songs, and I'm happy I got a sound guy on board. Testing it felt much better with things like the footsteps and breaking glass included.

Bugs: Thanks for the bug report! Apparently I had the hatchet flags assigned to the crowbar. I am hoping you picked the crowbar for the search team. I'm not sure about the crash. It doesn't happen for me, and I don't see any problems looking over the script at the end. Do you remember where it happened more specifically?

Misc Note: There was initially more planned after Link's death. The idea was she becomes corporeal after burning George, and so Tommy (and the remaining living members of the gang, if any) have a final fight with her. The aftermath of that would be the actual ends, but there just wasn't time. Though I didn't entirely mind losing that, because drawing attention to her being non-corporeal immediately after the basement scene would beg the question, why did the door stop her? I think I'll steal Remnant's idea to avoid confusing people. Its game page says something like "branching choices, but only one ending."

Unfortunately I don't know where the bug happened. I was playing around with options in the final scene. If I remember correctly, it had to do with using the window after a certain set of choices, but I don't remember exactly what I picked.

As for me calling early characterization "cliche" that wasn't the great choice of words. It's obvious this game plays into the slasher flick tropes to be almost intentionally campy, and this is something it does very well. Using tropes and cliches exist for a reason, and you can use them well, which you did. I guess my problem with the early characterization is the characters feel too... stereotyped. It's like -- here's the smart kid, here's the tomboy, here's the goof, etc. I understand these archetypes are very helpful for letting audience get to know the basis of a character from the get go, but for me it drew me out in this instance. I had trouble relating the characters in the beginning, they felt more like story structures rather than people.

Notably this changed. Even though you maintained the archetypes, seeing their responses to the various situations that came up made them feel more real. In fairness, establishing their archetype early on did positively color their personality later in the story. It gave context to their words and actions I wouldn't otherwise had. However, some characters never felt more than their archetype, namely Brian.

Let me repeat that ya'll did very well with this. I'm just giving detailed criticism because I think it might be helpful. 

(+1)

I'm really on the same page as you with Brian. I think one of my biggest faults as a writer is it's pretty easy to see my bias. He was my least favourite character, and it shows in the writing.