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(+1)

I've written all my feedback and playnotes in a google docs page, but here's my TL,DR:

Got boring from the snail’s pace the game runs at. I make more actions in a minute of FNAF than 5 minutes of this game, and it asks me to spend almost thirty minutes on any given run. Pixel art is fine, but could use more auditory ambience for immersion, and clear feedback on what is an anomaly and what is just the background at the start. It does a good job of replicating “I’m on Observation Duty”, but I didn’t find that game fun to play either, maybe second monitor content. 

I understand it's in early prototype so I may have been too harsh, but now that the mechanics are here I think you should focus on getting the atmosphere and game essence down; You want the player to be immersed, not bored, you want them to keep thinking and doing things, and you want the game to be quick and easy to replay (like more, shorter levels on the same locations). Also a lot of the horror from Paranormal Activity (probably what inspired Observation Duty) is Fear of the Unknown, and your anomalies should probably capitalize on that instead of being random, self-explaining things; maybe even take some existing SCPs as a starting point.

(+1)

Nate, thank you sooo much for your post! The in depth google doc is super helpful and I got some ideas of improvement from it already. I will take your feedback to heart and am motivated to work on this game. Just so you know: I think the initial loading time is due to some web export issues with the Godot engine :/ I'm still trying to figure this out.

best of luck! 💪