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(+2)

A really cool concept, with great atmosphere, though more clarity-especially with the sounds- could have improved the experience a lot.

- My favorite part was recognizing the ghosts, and the tension of having to avoid them and use the camera in the 1D space. Was a great use of 1D.
A really nice take on the theme and concept that you made work well with this kind of fitting game/atmosphere.

- Honestly, the sounds were really hard to understand. I could understand trying to increase the atmosphere of the game, which was great, but the sounds were close to completely impossible to hear, short of guesswork based on the game you referenced. And after a few attempts and reading your responses to the comments below I worked out what it's saying when you get a key. I have no idea what its saying when you defeat the ghosts in an area. And the ending I reached twice over 6 attempts, because I barely understood it was the ending the first time. Thinking there might be a difference if I get there faster, I still couldn't understand what happened the second time.
I think you could have kept the atmosphere you wanted with the sounds as is, but with subtitles that gave complete clarity to what the voice was saying. That was the thing that pulled me away from the experience the most.
I think the keys could have been more clear, like a gold blinking instead-even if dull-as a more common identifier for them.

(+1)

Thank you for the feedback. I agree with everything. 

I decided I wanted an old-school synthesized voice, but voices were one of last things to go in. When I realized you couldn't understand them with the synthesizer I was using, I just tried to alter the dialogue as much as I could to make it work with the voice (I ended up making the dialog have nothing to do with Fatal Frame's actual plot as a result), but alas it's still not all understandable. Subtitles were considered and have a (admittedly bad) reason I didn't use them - they wouldn't work with the tiny resolution.

Obviously there's a readability issue in general, largely a result of the lighting. I don't regret doing lighting - out of everything it's the thing that in my mind most sets my game apart from other 1D experiences out there, at least that I've seen. But I could've done that better. I think making the key actually emit light instead of just blinking a lighter color, which is dulled by the shadows, would have helped a lot.

(+1)

No worries.

Ahh all that makes a lot more sense, caught by the gotchas of a gamejam time frame etc. Well you mention trying it again so hopefully you get to improve the voice and/or subtitle resolution availability if you do go through with that.

Yeah I agree, the lighting gave it a great atmosphere, if you could improve the readability while keeping the lighting that would be ideal. It emitting light is definitely another good way to signify its importance without needing to connect it to the idea/color of a key. If you could possibly have the glow and the color light besides the locked doors match, to indicate what door is unlocked with it that could be even better.

Looks like you were already able to learn a lot from the experience making this, so best of luck giving it another go if you do.