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(+1)

Hiya! I enjoyed my time with this quite a lot. The assets were all quite solid and added to the expiriance without being the focus of it, and the writing was done quite well. I had a lot of difficulty finding the menu to access my keys (I basically just rolled my head over my keyboard 'till it worked) and I also found the minor passability issue mentioned by another person, but it didn't detract from my time with the game. I in particular would like to commend your use of screen flashes and various fonts being displayed across the screen - it really helped communicate tone in a way I hope I can learn from. Also, the animations in the bust images were a great touch I wish I could have implemented in my own game.

I look forward to what you do next,

Lucas Harvey, one half of the team behind The Rosewood Masquerade.

PS: Cats make me feel better too.

Thanks for your feedback! :D

 I was surprised to realise that a lot of people didn't explore before entering the storeroom, as no one seems to have met the boy by the vending machine on their first play, which had a tip on the menu keys. It's kind of sad since I realised people must have missed out on some of the extra stuff I put in there, including the fact items can be viewed from the difficult-to-open menu. (Out of the 3 default menu keys, I disabled the one everyone uses? Oh boy!) Of course, there are always things that will be missed, but I learnt a valuable lesson to try and promote the things that I'd like people to notice a little bit more. 

Your game was so detailed, I'm sure it must be the same. I regret that I didn't go back to try and discover all of the loose ends before finishing. I'm hoping to write a list of 'hidden gems' (punintentional) with yours on since I hope more people will give it a go. You have my support! <3

If there's anything in particular that you want to know how I achieved, just ask. It was most likely a plugin that I can link you to.

(+1)

Yeah, getting a hand full of people to run through our game really helped us learn what things needed to get adjusted so that players would try it out or explore the area. As to our philosophy on detail, we used a mindset of "We will fill the game with so many references and secrets, they HAVE to find something." Though admittedly, this meant a lot of content that may never/rarely get seen - never a good fact when you are working on a time crunch. Ups and downs, I suppose.