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(+1)

Visually charming but I’m not sure there’s much to do so far.

The moon in the controls screen makes text in front of it unreadable. The game takes a while to load and lags at the start. I was a bit confused the girl’s sprite still showed up when it was (you) talking. I didn’t think I’d go down the chute immediately on interact, since the action wasn’t clear. I opened a window in the bottom floor but couldn’t jump out of it or do any other action. I entered a locker in the room next to the chute drop and no input got me out of it.

Vent movement seems to be extremely buggy, left/right do weird things and you often get stuck on floor openings. If you try using them, the camera glitches out?

Vertical view range could use more leeway.

Short bulletpoint summary, but my biggest takeaway is that the controls seem unnecessarily convoluted by now. I don’t understand why F is confirm but cancel is RMB, why you scroll through options… confirming “it’s locked” (redundant, also) dialogues is done with LMB though? (despite the intro dialogue action hint saying F) What does “hotzone” mean? What’s the compass next to it?

Thanks for trying my game! !

Reading your comment and seeing people trying it out gave me an idea for a tutorial mission to explain the confusing control scheme, i'll also add more keys to go through dialogues and check if i can make it more consistent

When you see in the top-left corner the "hotzone" icon, it means you're somewhere you're not supposed to, and you risk getting caught. if you're out of it, the guards won't start chasing you. Next to it, you've got the "camo index", a lower %age makes you harder to see for the guards. it mainly is influenced by lighting and stance / movement. The square next to it indicates where the light hitting the player are coming from, i'm not going to leave this by default in the future