Viewing post in Feedback for your game. (Сlosed)
Thanks for sending the game link! I’ll start with the positives.
Positives:
- I immediately noticed there are a lot of options in the main menu. It’s always great when a game jam entry includes customizable settings in a short development time.
- The menu music is very atmospheric and has a Silent Hill vibe.
- The environmental sounds are highly immersive. I especially enjoyed the satisfying crunch of snow underfoot—it’s fantastic!
- The environment itself is really well done! The interiors are detailed, filled not just with furniture but also with items that seem to tell a story, revealing hints about the bunker’s purpose or what happened to the missing group.
- I was pleasantly surprised after starting the generator; I loved that the lighting appeared both outside and inside the building.
- The generator quest is well-implemented, despite a few minor issues I’ll mention in the negatives. I appreciated that it wasn’t just a simple task but had some complexity to it. Adding a physics-based puzzle (like in Half-Life 2 or Penumbra) would make the quest even more engaging.
- I’m also a fan of PS1-style graphics and games in the vein of Silent Hill and Resident Evil. The game’s atmosphere is cozy, like being wrapped in a blanket.
Negatives:
- I immediately noticed the mouse sensitivity was too slow, even at the maximum setting. Also, the smoothness of the mouse movement was a bit disorienting for me. I understand this is subjective.
- As soon as I got off the snowmobile, I noticed the watchtower and ladder. I wanted to climb it but couldn’t; I just walked through it as if I were a ghost, which was a bit disappointing. A journal from the missing group would have fit nicely up there.
- I wanted more interactive items, with the protagonist giving inner comments about intriguing surroundings. For example, when approaching a door, he might say something like, “It won’t open, no power.” This would help explain what’s needed next.
- Bugs: When I first picked up the crowbar, pressing the mouse button made me drop it. I was surprised to see it fall with physics, so I experimented a bit, but after a few seconds, it just vanished, forcing me to restart the game. I also got stuck between the electrical meter and the bunker door building.
- A minor issue with the quest I mentioned in point six—very small interaction colliders on objects. Since there’s no crosshair on the screen, I had to search for the exact point of interaction to press “E.” It would be better if the collider were larger, so players don’t have to pixel-hunt.
- When I opened the bunker, I was ready to enter, but a demon suddenly attacked me from behind, killing my excitement. I have mixed feelings about this ending. I know it’s meant as a placeholder since you’re developing the game further, but it felt a bit abrupt. Honestly, it would have been better without the monster; I’d prefer the game ending with a “to be continued” screen upon entering the bunker.
Conclusion: This is a well-crafted project clearly inspired by classic horror ideas, though it reminds me more of Penumbra than Silent Hill or Resident Evil. The description mentioned a feeling of paranoia and tension, but I didn’t really feel that. I was more focused on the generator quest than on being scared. It might help to separate segments where quests happen from those where exploration and potential monster encounters take place. My critique may seem extensive, but that’s because I really enjoyed your game, and I’d love to see it polished up into a full version. Thanks for the game!