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(+2)


There are things I liked about your game, and many things I didn't. I understand this was a course project done over a semester so I wasn't expecting perfection, but I hope the feedback I do have helps you in your future endeavors. 

The concept is probably my favorite thing. Alternate personality is a serial killer, but you're the one that has to face the demons. There's a mix of coming to terms with what has happened, and that while you didn't do it, it was still your body. The other thing I thought was done well was the lighting and ambiance. It definitely captured that foggy night vibe that made me feel uneasy right away. 

Having played the game, the execution of the concept wasn't good. Rather than face your demons, you end up facing up against floaty skeletons. The backstory of the game is good, so long as it extends into the game. Having the enemies have different models, maybe some dialogue - even if only momentary before they erupt into fiery skeletons that attack you. I think that could've been a impactful moment that tied in well with the backstory and what's happening.

Speaking on the enemies though. They're just not good - extremely floaty and once you experience them for more than a minute or two they're essentially a non-threat. Rather than "face" your demons and gun them down, you're now running from them as they shriek behind you. This makes them more a nuisance as you're finding your way through the alleyways. Additionally their shrieking felt so much like those animatronic skeletons at Halloween stores. It was shrill and when it cut off and looped it didn't sound good.

When we get to the combat and fighting the enemy, the gun had zero feedback. During the entire time I was in combat with any of the enemies I could not find a moment I was confident I was actively hitting them with my shots. Additionally when I would get hit by them, it wasn't until I'd suffered (presumably) a couple of hits before I noticed I was actively being damaged. Without a health bar, or some form of immediate feedback it was hard to tell I was being hit. And after suffering multiple hits my screen was turned red and it made it even more difficult to see anything.

A tiny dislike was the UI for what items you had. Cycling through it would have you cycle through your items, but there was no indirect indication that you had or didn't have an item. So when I first started I hovered over the medkit, tried to select it and fired a shot, which caused me to waste one of my bullets. Not the biggest issue, but it would have been nice to have some indication or whether I actually had one or not.

Lack of a settings menu. It doesn't have to be in depth, it doesn't need to cover a whole host of settings. But, offering players the options to adjust a couple of things is better than not offering those options at all. I would've loved to adjust the audio levels just a little bit. 

Lastly and my largest issue - it wasn't scary. Outside of the uneasy atmosphere the game really didn't live up to the "horror" aspect. Floaty skeletons that shriek at you and pose virtually no threat if you play more than a minute aren't scary. After a handful of minutes I wasn't worried about being scared, there wasn't any real hesitation to going down this dark corridor. I no longer felt uneasy, and before I knew it the game was over and I hadn't even come close to being scared. You had me initially with the atmosphere, but you need to capitalize on that and strike fear in the player - which for me didn't happen. 

Again I hope this feedback finds you well, and I hope this feedback helps you in your future endeavors.