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(+1)

OK, I hate asking this but...how do you get recording #3? I saw the mirror with the paper behind it, but how do I get it?

So far, I like the atmosphere of the game. The tint is a bit dark, maybe lighten it just a little? No music makes it creepy, as do the floating dolls. Another good design decision was the names of the items and "emotions." These kids would need to cheer each other up, eat some sweets, and maybe cuddle a teddy bear to get through something as traumatizing as this mansion. It makes it more immersive.

Also, the rug on the floor with the triangle indicator to show the player that there is a door there is excellent.



I don't know if this has been commented on yet by the streamers/judges, but giving instruction is "teach," receiving instruction is "learn."

So in this case, you should say "I can teach one of you..." There are other minor issues and some odd phrasings, but nothing that makes it impossible to understand.

I'll add to this when I finish the game.

*smirks* Read the clue carefully. I'm pretty sure you can understand when you will realize what you're facing.

You're not the only one to think the mansion is too dark. Maybe lightening it up a little won't be a bad idea.

About the arrows to indicate the doors, I did that in response to a criticism I faced for my game The Escapists for Driftwood's game jam. Some people didn't understood the rugs were actually indicating doors and a mouse user was confused to not access the room while clicking on it. So, for this game, I decided to show arrows to indicate a teleportation point the player can go through, similarly to Pokémon Fire Red and Leaf Green.

Thank you for the English lesson, I'll hopefully remember it for next time.

Good luck!