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While the visuals and atmosphere are great, this game has a big problem with communicating information. It would have been nice if the map room had a function of telling you where the errors were, though if it did, I never saw a visual change. Day 4 can't even be beaten unless you already know where all the problems are, because taking a trip to the wrong area spells death. The game felt a bit like fumbling in the dark sometimes as the environment never game any context clues for where to go. Outside of that though, the game had style in spades, and reminded me a lot of the early resident evil games! Nice work on this for sure.

Thank you! Spot on feedback btw - we wrestled with knowing all of this, but just not having the time to adapt.
Originally, the map room was going to be dynamic and each of the failures were going to have "tells" to clue you in what was going wrong. Such as flickering lights for Engine/Power failure. 

There is one tell though. As hinted at on the room terminal, [L.I.S.A] controls the door. If you encounter a locked door, you can bet on [L.I.S.A] failing! Maybe try Day 4 with that in mind? 

Regardless, thank you for the kind words! I'll make sure to rate Alredo Fishing :D 

Oh! It never click that that was what it meant! I might do another attempt with that then.

Also bummer! I figured that's why it was there. Very sad to hear it was a time issue. But y'all made a good team! Judging by the feedback here, making an extended version might get a couple eyes on ya!