Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I played through the game before I saw what the prompt was. Needless to say: lmao.

Such good character models, and I loved how you started playing with the camera angles in the second half. It was starting to give me that late 90's Playstation vibe. Also, the hallway shot from the side when exploring the hospital kept reminding me of SNES/PSX Clock Tower.

I had a little trouble figuring out what was and wasn't interactable. The area where you input the pin, I basically found by accident when I happened to catch a sliver of it floating off to the void. I'm not sure if the camera placement to make it obtuse was intentional, but playing in the moment it felt unintentional. I'd also recommend lowering the typewriter sound. Trust, I love a good menu sound, but from my laptop speakers, it felt a bit too loud and grating. Sound mixing is a tricky art in general, though.

But who is this mysterious character at the end!? Will the good detective engage in chase? Fisticuffs? High jump challenge? I eagerly await the conclusion.

The secret hallway to the keypad was actually me just trying to evoke some of the really simple ways older Paper Mario games played with space, i.e. the secret hallway was actually always accessible, just hidden behind an inconspicuous file cabinet! But it's good to know that it didn't necessarily come through that way and I do wanna figure out how to improve on that.

Oh! I get what you mean. I think this is one of those things where you might want to ease players into thinking that way. I haven't played TTYD (my only PM experience) in a while now, but I think there's a lot of soft/obvious examples of playing with space before they get really serious with it - but by then you're conditioned to look out for those more extreme cases.