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Pretty good horror experience. I went a similar route because I wanted to get straight to designing the horror and puzzles (and also to justify all those humble bundle asset purchases, lol). Working with UHFPS is tough because it's just documented enough to feel like it's fully documented... but there's still a lot of things that aren't explained, and no API to help. I sympathize with difficulties of learning how to use other people's assets; it's a challenge in of itself. 

So, here's my feedback about the game:

  • Great horror atmosphere and tension! I was nerve-wrecked most of the time!
    • However, needs more ambient sound elements, and maybe some simple special effects like dust particles in the air, or lighting casting long shadows.
  • The puzzles were kind of interesting, but felt a bit too "lifted." It would have been nice to you utilize some of the props you got outside of the UHFPS bundled assets. I get it, making those systems work with someone else's models isn't as straight forward as you might like, but it would help the game feel more "customized."
    • Also the puzzles eventually got annoying enough for me to stop playing. I personally prefer it when I can solve one puzzle at a time, and then occasionally have one I have to backtrack for, but at one point too many puzzle pieces had added up and I started losing track of everything. Also, too much backtracking. 
  • A quick note on the AI generated stuff. It's mostly just that it's obvious and a little immersion breaking. I used it for some idea generation and a quick cover art piece since I couldn't come up with anything more clever, but it is pretty obvious and it can turn a lot of people off. I'm going to be searching for more ways to avoid using it, or at least use it in less obvious ways, but it's just a note on the aesthetics, mostly.

That's already a lot, I hope it doesn't discourage you from making games. I think you have some good ideas here, and with refinement, it could be an interesting game! Keep up the great work!

Thanks for the input I greatly appreciate it I wanted to do much more with it but your right the UHFPS it's got just enough documentation but still need some know how to make it work. I plan on redoing pretty much all of it for a full realse like find real artists and voice actors to get away from the AI stuff the game jam crunch and working really put a strain on what I could accomplish. Probably should have spent more time fine-tuning and be less worried about it being a finished game with a end.

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I spent hours on a toaster that had virtually nothing to do with the main game loop, so I totally get that. lol

I think I might reach out to the author of UHFPS and make some suggestions on certain things. There's a bug if you try to put a paper note on another interactive object which cases them to get their hotkeys mixed up, which is why the note of the front door in my game will sometimes say, "E" for examine instead of "Q". The localization and item creation process is still not very streamlined, and kind of a pain to work with, and my god trying to make a custom door open with the mouse almost had me late to submit! It just refuses to work well every time I try it! 

I had to fix a lot of code directly, and scour a lot more just to get answers to things I thought would be pretty common questions.