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Thank you for playing! And thank you for your feedback :)))

(visible monster): yes. we'll fix it in a future version, thank you!

(controls): we totally forgot to mention (and to make it explicit) that the game is tile based and turn based. So you move through the house as if in a board, one tile at a time, and you are only able to move when it's your turn. We wanted to try and see if this would add to the tension, but it does feel a little clunky/frustrating when you don't understand that the reason you're not moving is because the monsters are - which is even harder to understand with no visual feedback and the fact that you can't see the monsters moving. In future versions we'll see if making turns more explicit will improve the experience, or maybe even experiment with other moving mechanics. Thank you!

(footsteps): ah, the joys of last minute changes :D We'll fix it in an upcoming release, after the review period for the jam is over.

Again, thank you so much!

(1 edit)

Of course!

If I may make a suggestion... maybe when the monsters are too far away to see or hear, you could move them instantaneously, and the closer they get, the longer it could take for them to move. This would make it so you could move a little more freely around the map when they aren't around, and increase the suspense when they get closer to you. (EDIT: or possibly add a second distinct moving sound clearly different from the character's footsteps to let you know the monsters are moving, which could get louder or softer with distance to provide another form of feedback for the player... regardless, even knowing it was turn/tile based, which I figured out pretty quickly, it still makes the game uncomfortably slow... especially when turning).