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As a classic survival horror fan, I think fixed 3D perspectives are an underexplored concept and it's awesome to see a developer utilizing them to do something fresh. Paired with the high-contrast lighting, the scale of the environment is often ambiguous, which put me on edge and made the game world's secrets feel vast and unknowable. One drawback of limiting the player's perception with light and perspectives is that it took some trial and error to figure out where I was allowed to walk, so I spent some of my playthrough walking against invisible walls and losing sight of the player character offscreen. I don't make 3D games, so take this suggestion with a grain of salt, but I wonder if lifting some of the camera perspectives a little higher off the ground and rotating them down would give a clearer indication of where the navigation path is. That one small gripe aside, you've made something really outstanding and the most atmospheric experience I've played in this jam! I'll be thinking about this one for a while and I'm excited to explore your catalog once I've given some other submissions a shot.

Thank so much for the detailed comment! I love fixed-camera games. The problem with the way I've done it is as you say, and a few other people have said figuring out where to walk, or where you are, can be a challenge sometimes. Moving the cameras up and looking down more would help a lot. I didn't want to compromise on some of the angles simply for the way they looked but yeah, not the best for navigation. Maybe I could have added more camera zones or some better landmarks too. Also if you do look at my other games I really appreciate it! I'm also on Steam, currently working on a match-3 roguelite https://store.steampowered.com/developer/bigcharlie.

Which is completely different from this, but I've always wanted to make some cool fixed-camera games, so that might happen in the future :)