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Thanks for all the great feedback! Honestly, the mouse locking thing had a lot of difficult decisions behind it. I considered making it not lock when he’s behind a wall, which was easily implemented, but then the issue became: “How do I snap the player’s vision back to locked when it’s no longer behind a wall?” If it only became locked the moment you looked at it, then it would be too easy for the player to just not look at the monster and run to the elevator. So I designed the level in a way where the entire gimmick is that you have to walk backwards to the elevator. I had to make sure the path to it wasn’t too complex.


But at the end of the day, it was my first real 3d game. It has tons of other flaws, such as optimization issues and bugs, but I learned a ton through it, and through my mistakes. I’m glad you enjoyed it for what it is!