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(5 edits)

Excellent game, but with some cons that weren't there in 1.9 :


Let me start with the pros :

1) The new map layout. It ressembles much more an actual school and I find it easier to remember what is where. Besides, I like the new dynamic of the Infirmary (and its key in the blood-filled sink =P) with the anti-ailment pills and the medpack that always spawns there. There's a lot of new details also. Good job on map redesign. Seriously.

2) The double personality of Saiko. It was there in 1.9, but only really was seen in the intro, otherwise she just wanted to kill you (except in Practice mode). Now, she can plod alongside you and even give you health back ! Thanks, babe. Besides, the mini-game where she locks you into a room isn't as deadly when she's in "friendly" mode : just find the key and meet her outside. She also sometimes feign attacks or stop attacking you, say "sorry", heals you (25 hp) and then plod along like a deranged girlfriend =D

3) The two possible endings. (Spoilers) It only comes down to if Saiko catches you with the Exit key, or not. It's a nice touch.

4) The sleeping mini-game. Once in while when she's with you in friendly mode, she will feed you sleeping pills, apparently. You'll still have some time to do some stuff before passing out, tho. When you wake up, you find yourself attached to the starting chair, with Saiko asleep on the principal's desk. Take the key near her and get ready to bolt for it, cause unlocking the door will anger her.

But now, the cons :

1) Saiko is unshakable. Once she spots you (and trust me, it WILL happen) you can basically restart the game, because she WON'T let you go and you can't juke/lose her, even when sprinting, nor hide. In 1.9, you used to be able to get her off your track if you crouch-hid behind the desks in the classrooms ; that's no longer the case as she will always spots you. Even with lights turned off. That in conjuction with wider and longer hallways makes it even harder to break line-of-sight. I don't mind her staying with me when she's friendly, but when she's in chase mode, that's just unbearable as you'll have to keep sprinting forever until you get lucky enough for her to randomly snap back to friendly (when she stops, hold her head in her hand and says "sorry"). The only room as of now that seems to be semi-consistant for juking her is the library as the bookcases seems imposing enough to reliably break LoS (hurray for literature !), but even there it doesn't always work. And the lockers are useless, even if she didn't see/hear you entering them as she will camp around the one you're in anyway, as if she knew you're in there... The only two times I was able to complete the game was due to her bugging and getting stuck =P . In all seriousness, please reduce her scouting capacities a bit...

2) The randomness of the shoes. Walking on glass shards now is much more punishing now as if you sprint afterward, you'll lose blood (and hp) fast ! That combined to not always have the time to unlock the infirmary is way too crippling (pun intended) due to how often Saiko will chase you (which requires you to sprint to stay alive). When the shoes appear in the hallways, it's ok, but there's been lots of attempts where I didn't even see a pixel of those green goodies. And the problem is that sometimes, you won't have a choice but to walk over glass shards (when she spots you in any room). In 1.9, you could avoid damage by crouch-walking over the shards (even without shoes), but that doesn't work anymore (t'was probably a bug, so fair enough =P) This pedestrian problem could be fixed by making the shoes only able to spawn only in hallways, or near the entrance lockers, where it would make sense =P hell even under the stairs, why not ? It would still have five to eight possible different random spawns (the four hallways, the entrance, the central stairs, the side stairs) but at least, it'd give you fair running capabilities against Saiko.

3) The breakers mini-game. While I wouldn't be against it if it was possible to shake off Saiko reliably, it's way too time-consuming in the current state of the game. The new breakers room is also much more of a death trap that what it was in 1.9. Walking in there is death sentence. Particularly, if she turn it off during your wandering.

4) The lack of difference between EASY and NORMAL difficulty. Nothing more to say. I didn't notice a difference between the two difficulties. Same problems happened ; Saiko has a freaking military-grade sonar is both difficulties =P


Conclusion : It's a great game full of interesting mechanics, but currently the difficulty/unfairness of it is worse than Dark Souls...

Of course, I'm not forcing the devs to apply the changes I proposed here. I'm just enouncing what I think would make for a fair (but still challenging) game.

Thanks for reading my essay in its entirety ; here, have a cookie =P

(-1)

2.0.1 fixes lots of cons you mentioned , and now easy is normal and normal is hard the shoes can spawn near the exit gate racks or the starting brown racks on every hall. actually now the difference is that normal now formally hard is where saiko can shutoff power and also steal key . while in easy now formally normal she wont do those also the damage is half compared to hard mode.

Ok. Thanks. 

Trust me, I really love this game ; it's even the only horror game that actually managed to genuinely scare me in a while !

It's just that it had some problems that made it feel a bit unfair at times. Thanks a lot for fixing those problems.

Also, I didn't know Saiko don't steal keys and turned off power in Easy (probably because she didn't do it that much to me in Normal either) but I guess I did notice I got a little less hurt from her attack in Easy.

Anyway, thanks for the clarifications and fixes ! Much appreciated.