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The atmosphere was very good, and the way sound and visuals were used to guide the player through the game was very effective. The low poly art style was handled very well on average, but was occasionally a bit glitchy (eg plants would float out of their pots or the apple would levitate when approached, some posters would flicker in a pretty distracting way). Nothing major though. The monster was a definite highlight- the really simple design actually made it a lot more creepy then some of the more complicated monsters in other games, which can easily become overworked. The ending felt a little abrupt, but the lead up to it was fantastic. The way the visuals changed over the course of the game was very effective, with the art room being particularly well done. Good job :)

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Feedback is much appreciated! We are glad to hear that even though the design is simple, it worked!

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It is so easy to overwork things in games, when often simple is better. The use of a mannequin, which is a recognisable, real world object that already sits in uncanny valley, is so much more effective than an overworked monster that often end up lacking punch.