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(+1)

A lot of interesting ideas here so I'll definitely keep an eye out for further updates. Definitely has a lot of that early build jank though. 1.5 GB is pretty wild for a 0.01 build.

Not a fan of the unlock / peek  / knock menu controls. Scrolling to select feels pretty cumbersome. Why not use WASD? There's only 3 options so I think giving them dedicated buttons  in the action hints would be better. I also don't like how peeking always puts you into a crouch position afterwards. I'd rather it return the player to the previous position .

Getting a game over broke (bordered) fullscreen mode for me but thankfully it can be quickly fixed by re-applying it in the settings menu.

Movement in the vents is really finnicky. It's very easy to get stuck on walls if the camera isn't angled correctly.

I think the low-res pixel art clashes pretty hard with the environment currently. I'm not familiar enough with 3D to advise you how to improve it though :(

(+1)

Thanks for the feedback, i know it weights way too much, i'll have to look into that

i use the scroll wheel to go through the interact more menu cause i want the player to still be able to get away (with WASD) if something comes up without having to close the interact more menu first (it closes itself when you get away from the door). but, maybe i'll change the way this menu is displayed in the future though, i could try to add some sort of "wheel" selection that lets you select something with the mouse

I crouch the player when he peeks to make it a bit more "immersive" since you need to crouch in order to have your head at keyhole level

You're right about the vents movement, i think i could improve this somehow, i'll add it to my todo list. i've also seen a streamer having the same issue with the fullscreen being broken after a gameover, so i'll look into that too  !!

Thanks for trying my game and for the comment !! !