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Thank you so much! I did everything I could to really capture the 90’s aesthetic so that’s amazing to hear :)

And sounds great! The key to advancing past the house interior is actually kicking the boxes blocking the front door.

I appreciate the heads up on the turning sensitivity as well - tank controls were surprisingly annoying to get working in Unreal, and they can indeed be a little finicky on some controllers (still a work in progress there). You may have better luck if you try to push the joystick more precisely to the side - I had to define a dead zone to get it working and the full version will have a slider for that. Otherwise, it does play very well on the keyboard and mouse so I’d recommend that if the issue persists!

Okay finished the game. 10/10 would recommend :)

First of all, thank you for helping me get out of the house! I didn't expect I could smash giant crates with the kick haha I was trying to kick out the boarded up windows and everything else apparently.

I played on keyboard this time so I could avoid any issues. For the controller, I'm not sure it was user error (not holding the stick directly left) or a sensitivity issue. It's possible, but the reason I think it was maybe a bug is because the character was entering the turning animation which meant the game was registering the turn, but the character wasn't turning. Anyways, happy to say that besides the one controller issue I had, I don't think I encountered another technical issue.

I don't want to spoil too much about the story for others who might read this, but I found the meta game elements really cool and I love how you can read the notes outside of the game to dive deeper into the story. I haven't analyzed the audio yet (though I plan to when I get time) so I'm sure I'm missing out on some cool revelations or spooky stuff, but I'm glad that the story is pretty understandable even with just the notes.

The sound design is also quite good and the voice acting isn't bad. I especially liked hearing the whispering every now and then. Made me question a few times if a cultist was just around the corner.

The gameplay is also pretty fun. I'm impressed with the menus and inventory system. I like that you let the player freely look around, that's something I always wish I could do in games with static cameras, just to explore the environment more.

I would've liked the gameplay to be more scary, but I think this game touches on other facets of horror that help make up for that. The only part of the game that I felt wasn't as fun is the maze.

All in all, great job on this game! Really enjoyed the experience. Rated and I hope you'd be willing to check out our game too :)

(+1)

Thank you so much for the feedback!!! 

Happy to help too - it wasn’t obvious that the crates could be destroyed and I really should’ve tutorialized it better. I actually pushed a bug fix this morning that included a subtitle message when in that area so that feedback directly helped!

I’m really glad it worked well on the keyboard! As far as the controller goes, would you be willing to share which model you’re using so I can use that info to debug?

It’s good to hear that the meta elements outside the game are fun too - I wanted to make the gameplay fun and engaging without too much forced exposition, and the idea of having the game forcibly put files on the desktop seemed like a spooky way to make the deeper lore optional :)

As far as the sound design and music goes, that was mainly my brother! He really put a lot of effort into the music so your feedback is going to make his day haha

And agreed! I didn’t really have enough time to properly balance the difficulty so resource scarcity isn’t quite what it could be. I also didn’t have enough time for my planned third enemy type so that also affects the scariness factor. I’ll be adding more creepy stuff in after the jam is over though so it should improve quite a bit in the coming months!

I did play yours too but haven’t gotten the chance to post a comment yet! I’ll give some detailed feedback ASAP!

of course, happy to provide feedback :)

Okay I tested one last time and was able to turn left and right. So it’s a sensitivity issue after all. If it’s not perfectly left or right it won’t turn. You may have already fixed this, but just letting you know. If you still think it would be helpful I’m using a wired Xbox one controller. I think what lead me to think it wasn’t was mainly that I would trigger the turn animation but not actually turn. Maybe the animation and turning require different values to trigger? With the animation being slightly more lenient?

Haha yeah it was a little spooky to have the game drop files, open browser pages, and even mimic computer error pop ups. Loved that! Reminded me a bit of how Eternal Darkness would mess with the player by turning down the tv volume or making it look like the game deleted your save files.


Very cool! Glad to hear you’ll keep working on it, I’ll be sure to keep an eye on it. I think it’s got great potential!


We updated our build a bit ago to fix some bugs so I hope you were able to play the newest version! Hope you enjoyed it :) looking forward to hearing what you thought of it

Thank you for confirming that it’s a sensitivity issue! I need to rework the threshold for the dead zone and also make some adjustments to the character’s animation blueprint - I expect that to be one of the first quality of life improvements after the jam!

And nice! That’s exactly the vibe I was going for :)

Thanks for the heads up on the bug fix too - I’ll play the updated version tonight!