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(+3)

I'll be giving my opinion and review on each part of the gameplay and a final review (probably) on the final part. With this first one I gotta say the demo is pretty polished and well made. The voice acting and the sound design specially. Would be cool to see if the main character responded to things happening in the environment. Other than the ambient noise is very spooky and ngl I wouldn't even call it ambient cause half the time it sounds like it's happening on the other side of the hallway. The scream when that guy was running out of that room was very terrifying too. I got spooked by that even while editing. Now I'll talk about things that could've been done better and just other suggestions. The fact that you added physics in this game means you gotta now commit to it. Imagine a half baked physics engine.  Second is making sure hitting water containers with a axe doesn't produce stone. I mean I am probably the only person to complain about this but it's just a suggestion. Second storytelling is a bit lacking in certain areas. Why is their a giant room with flamethrowers that that is just there behind a regular door

This also brings another topic of how this game feels nothing related to a "SCP" universe in any way but I'll talk about that in-depth on the next part. Next question is how is it that we are working in the 'SCP Foundation' and we are carrying with us a low quality pistol and regular vest. I mean we look like some night guard for some  high school. I mean you can point that we are tasked with like guarding the outer parameters of the foundations like in the surface but we are the one that is tasked with overseeing a maintenance checkup? Also again I am not a mechanic but why is the guy in the beginning wearing constructions clothing and a head light. I mean I don't know the exact year this is set in but no way you are telling me a headlight is more efficient than a flashlight. Did we hire some random guy from the mines to fix the backup generators for the entire facility?  I would like to go more  into the fact that (including the fact that a open vent leads straight into a room with a SCP and the fact that there are so many vents to the freaking reactor room of the facility that you can open using a regular screwdriver but I wouldn't want to get ahead of myself.  We have rooms titled "equipment's" and all you find there and axes?? screwdriver and a gaming PC and a random fire extinguisher in under the table for some reason? The budget of this entire facility makes prisons look expensive. I am surprised this place wasn't shut down by the government due to the amount of breaches this place would have. The medical room looks just like a solidary confinement room or am I crazy. The medical room has lower budget than the medical rooms in a state school. The only thing present in the medical room are tissue papers, a copper coil? and a screwdriver (unless I accidently threw those in there then ignore this part of the criticism) Let's quickly go back to the flamethrower thing. Why does it not work when you don't look at it? One of the reasons it's important to have storytelling about it so it doesn't look like a hurdle made just for the player to overcome. Of course logically it is made for that reason and there is no problem with that but if plot wise the reason it exists is to make it harder for the player then yk what i mean? I mean from the looks of it, It was made to defend against some sort of SCP so maybe add a document about near the table.

(+1)

The reason the flamethrowers aren't firing is due to an optimization issue.
Meaning they aren't active if they aren't on screen unless you're further in the room.

The reason for their placement is for the cells in there, that holds some of the d-class(reasoning why the one guy runs out burning).
It's not relevant to the story as it is mainly a hint to the player to not go in there(yet).

Reason for the lack of sound effects for various things are due to time constraints.
We had a deadline finish things up before Halloween :p

You'll notice a lot of things, mainly in the inventory system that has some options that may seem useless(and they are in the demo), but has a bigger role in the main game, some which will change drastically.

They simply where left in, as we didn't want to keep taking things in and out, especially as we where getting short on time.
Same with some of the areas.

Hope that cleared some of the bigger questions.
Thanks for playing our demo!