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(+1)

lol yeah I figured you were aware that the fights were a bit weird, but I was able to figure out that I could crush the bug-things before they got to me, and I'm assuming you'll be including sound effects to emphasize that in the future.

There were two things that stuck out to me as a player. First, when you get into the locked room on the second floor, I had to jump to get across a lamp that was on the floor. It didn't look like something I should have had to jump over. My thinking is that there are two ways to go about solving that: 1) remove or shrink the collision for that prop so you can just walk over it; 2) make it more visually explicit that you have to jump there. Make it a tutorial moment to let the player know that jumping is even an option.

The other thing was that I didn't know where the entrance to the corn field was. The farm is pretty much surrounded by corn, and I walked around the whole level counterclockwise before I found it. I think the specific gate probably just needs a better visual signifier, like some tall fenceposts (vertical lines draw the eye), so the player would see the gate the minute they get out of the car.

Now, if I haven't already, I'm gonna follow this project and keep my eye on updates. Excited for what's to come! :D