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(+1)

Hey, I really enjoyed playing the demo!

But I took some notes on things you might want to consider. (Don't need any change; its just my particular opinion.)

When playing the start at the parking lot, I would believe it would be interesting to use the lights to guide the direction the player has to go.

The camera drag kind of annoyed me, but I understand if it is your design choice.

At one point of the demo, you read a journal. I would prefer if it was paged instead of scrolled (because English is my second language, being able to decide when to turn the pages would be better for me).

Some scenes are too quiet; in the apartment, I can understand, but when outside, I guess you could add some immersion by adding ambient sounds.

The click range is kind of too low for me; I have to get to close to the door to open it.

And about the loading screens, I believe you could make it without loading screens (I know it takes some time to do so, but the game would be much more fluid with seamless transitions).

But, having said all that, I really enjoyed playing the demo, and I'm looking forward to playing more!

Thank you so much for playing the demo and thank you for the feedback, The game is still in its early stages and all the feedback will help me in building the final release.

The smoothness feature on the camera can be turned off, in fact I think it would be good to add a camera smoothness option in the menu so the player can decide what they like. 

Yes, that's a great idea for when you read the journal, I will look at changing this.

The game controller uses a raycast and also a reach tool, the distance on both can be easily changed.

If I removed all loading screens you would have a really long load time after the main menu, the player would have to wait for for the full game to load all objects, scripts, animations everything, I feel its best to have short loading times in-between each scene and there's going to be lots of scenes in this game.

Thanks again for playing the demo and for the feedback I really appreciate it, best of luck with your demo too I will be following your progress :)

(4 edits) (+1)

About the loading, I'll give you an example. (Sorry i dont remember if your game is made with unity.)

When you are at the parking lot, as you get closer to the door, you can have a trigger that start loading the next scene in a asyncronous way. That way the player dont need to wait for the load, as it loads at the same time the game is playing. and when the player enter the office, you would unload the previous scene, releasing the assets from memory.

(It's a lot of work to make it that way. so might not be the best thing to do in an in progress development. But you might want to consider developing that wayy on the next project, I myself just learned about asyncronous loading during the development, thats why i did't put in my game)

https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadSceneA...



(1 edit)

Oh wow, I didn't realize you could do such a thing. That is amazing, now I understand what you mean about keeping the game flowing.

For future projects I will definitely be using this, thank you :)

Edit: Yes everything is made in Unity