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(1 edit) (+1)

This game is stunning!! Like I am so impressed how quickly you managed to make this this game! The soul leaving a message on deaths was SUCH a nice touch. The atmos, the art, the sfx, the gameplay all worked perfectly with each other, it was so well done!!

Some feedback that I have:
- The banish mechanic (although doable), could've used some VFX, that would've really amplified the game and provided the player an understanding of how far the range actually is
- Didn't really enjoy the invisible cooldown on sprint and banish. On a game that has 0 checkpoints and crucial timings, I feel like a visual indicator was required. If I pressed it too early for whatever reason, I didn't know how long to run away before it was up again
- Text legibility. I loved the haunted theme text that you added on the notes but I also found that it was quite hard to read some of them. This resulted in me just skipping by some notes which was is why I got lost but this then leads to my next point
- Map Scale. I think it was a bit too big and empty for the objective of the game. I almost stopped playing after I died twice when I collected most of the parts. Especially when I spent a long time on the first run going in circles trying to find everything and I wasn't sure how long left. Alternatively, if you wanted to have this big forest map, I think you needed to go into the following:
- Create a Map button. Having a button that opens the map of the forest and shows where you have explored or unexplored would've been really handy due to the scale of the map
- Escaping. I feel like having something like "Crowbar required"  "'Key required," etc, rather than "Repair Trapdoor" would've provided the players a clearer indication that they weren't done. I first used the handle on the door and thought I was done and the ending was bugged
- Tiny one but the audio on the door opening at the end is WAY louder than the rest of the sound effects, got a mini jump scare when I opened the door haha

Overall, everyone should play this game because it is actually amazing and unique! Great job on your 3rd Godot Jam!!

(+1)

Wow, thank you for all the detailed notes!

  1. Yeah, the banish mechanic is the first thing that is getting an overhaul after obvious polish and bug fixes (there are in fact bugs, I’m just not sure if anyone has found them). I was playing with a SFX cue plus an animation.
  2. I might play with SFX for ability re-ups.
  3. So… that font. I really regretted choosing it later. I will eventually be swapping it out.
  4. The map will be scaled down ever so slightly after launch.  I set the scale, tested it, then (if you can tell) moved everything inward.
  5. So, there is a map in game, in the pause button, I do like the idea though of even simply filling in places you have visited. I could implement a basic one within a few minutes. Thanks for this suggestion.
  6. Missing polish on the messages. I noticed it on the final morning that it didn’t quite feel right. The map will likely be moved out of pause, and a checklist will be added to the pause menu. Then the UI callouts will become a touch more descriptive.
  7. Lol, yeah. And I was so worried as to not audio blast people that all the other sounds are too low imo. Sorry about that.

Again, thank you for the detailed notes. Means a lot :) especially coming from you and your team.