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Hi!

Sorry you had a bad experience.

What do you mean by glitchy walls? As far as the limited testing we did, the walls didn't glitch during the teleports.

The maze is not random, and there are landmarks stewn about for orientation purposes. It is true there should be more of them, but as is no part of the maze should be repeatable enought to not be unique.

The scares in the game are meant to be harmless - both due to lack of time and the theme of the game, which is anxiety and everything being "in your head"

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I won't call it "bad" experience... that's a stretch. You don't play this kind of projects expecting triple-A quality: you play them to see the passion and enthusiasm of the developers! And I saw it here!

Yes, I did notice and appreciated the landmarks, that's a nice touch! The glitches I saw (constantly) was about the walls changing in front of my eyes, which also gave me the impression that the maze was ever changing and generated at runtime. If it wasn't true (that is the maze was generated only once at startup) than either I have a terrible sense of direction or there was slowdowns when loading assets. I repeat it was constant: almost every corner failed to be ready when it was supposed to be and I always had the impression that there was no reason to backtrack because passages would have changed (but maybe that's two separate problems: slow loading assets and too high chance of "no returns")

If you'll ever go back to work on this project I suggest to fix at least the scarecrow. Make it disappear after a while or, if it stays there, at least place it farther. Right now it's almost at arm's reach and when it's standing still (but posed) it's sad...