Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The game had a lot of polish in the visual and sound department. The gameplay felt a little frustrating. The shadow figure was getting stuck on the wall and doors a lot and the I think maybe a description on the game page or a simple intro card in the game itself explaining the goal of the game would have been beneficial. I felt like I was walking around aimlessly. I collected keys and opened doors but not much else to the game. Those are kind of minor gripes since that is something that could easily be  remedied. The one thing that I really had an issue with was just the speed of the monster. I know the balancing is hard, but I felt like I was waiting around a lot not doing much waiting for the shadow to get in range so I could move again, which wasn't horrible when the shadow had good AI pathing, but it got stuck so consistently I had to keep trying to guide it through all the tight spots which was a bit of a buzzkill. Overall the concept has real potential but I think A* pathfinding or maybe somehow navmesh could have really helped with the AI. The visuals were really good (after I turned off the point filter, which was just a little too much on the eyes.) Cool game though.

(2 edits) (+1)

Thanks so much for such a detail feedback.

The filter was here just for this reason, if someone would be sick of the point filter, but accidentally it improved vision of the player so it made the game easier. The movement of the enemy could be improved to be faster, when player is far away, but same speed when player is really close. And the pathfinding could be improved more, now it's just if the enemy sees you, it goes towards you with little bit of randomness.

But once again thanks for your comment, there is lot to improve in this game and it's good to know what is is.

(+1)

The game was still fantastically done. The sound design behind the game was definitely my favorite part. Also what was the deal with the on/off switches around the level? Were you suppose to turn them all off or on?

They were light switches just to add some light to the room, I designed one so it's really easy for the contience walk in and then turn off, so player can see what they are doing, but maybe it doesn't acour in your game.

But I appreciate that you liked the sound design. It isn't something I'm usually best at.