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Fantastic idea and, as usual, incredible level design! The place really feels believable and inhabited. I also REALLY appreciated the lighthearted mood choice - stealth gameplay can easily become too tense, but the Fable-like vibe (greatly empowered by the music, but also by the relaxed / unrealistic interpretation of line of sight etc) made it appealing to me. I was also very curious about where the cult book would lead as soon as I saw it listed as an objective. Like: ok, the random objects robbery is just an initial layer of gameplay, but it's actually about uncovering some dark secrets and ending up in dark, creepy places! I can totally see this being developed into a commercial release. I had trouble with the tank controls too, especially because it doesn't feel like they added something specific to the gameplay and could be replaced by more traditional 8 directions control without losing anything - but this is the kind of stuff that is super easy to fix. At times I also had trouble with clarity of rules: can I go over a certain area, or does it count as being withing the torch's reach? In some other situation I thought I was stuck, having an object that appeared to be a key item within the radius of a torch, but hadn't been introduced yet to some way to handle that situation yet (probably easy to fix with an intermediary level design beat where I'm taught whether or not that can be handled with my current resources). Anyway, super cool idea and excellent vibe; I'd definitely play a refined version! Oh, also THANKS for the great feedback you left for other bootcampers - really appreciate it! <3

Awesome to hear, now I'm very curious about the situations where you weren't sure about the rules!. The controls feedback sure was a blind spot, as it works so smoothly for me,  but that tells me that I failed at following the recommendations and providing an earlier version where I could have found out about the pain point much earlier. I absolutely took it for granted that it was not an issue haha.