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Really liked the concept of the game; a stranger has broken into your home at night and you need to escape to safety.

I think my main point that is missing in the game is stealth mechanics. For a game that is souly based on you not getting caught by a killer the protagonist seems pretty determined to die that night when they decide to automatically open every door you're next to or can't crouch for the advantage of hiding behind objects. I think the addition of a crouch button can help a lot considering the small tight map you're in with no real way of hiding.

However, I still enjoyed the hunt for keys while hearing heavy boots behind me, the fact that your character can't run unless they've been seen actually may be a great rule that adds to the scary tension.


(+1)

Thanks alot for playing and the suggestions.

Firstly I want to say that I really appreciate the feedback and will absolutely take your suggestions into account for my next games, as I am doing for everyone else's suggestions. They help me evolve as a newbie game developer and I am grateful for the constructive criticism.

Secondly, While you are not the first to suggest a stealth mechanic. My intention with this game is to make the player feel constant danger and feel like nowhere is safe, as it is just like a nightmare. Hence the reason why you can't sprint, can't attack and etc.. Your only tools of survival are your ears and the lean mechanic. The player is severely underpowered intentionally. I felt as giving the player a hiding mechanic will give him a level of security, which is not what I want for this particular project. Its a short experience, based purely on trial and error. I want to make the player feel absolutely amazing when he finally escapes because of the difficulty and the learning that happens at every death. That seems to work as most gameplays I've seen shows exactly that. The experience is not gonna grab your hand and help you. If I was to include a hiding mechanic and more hints, the game would last for 4-5 mins and the players would not feel as accomplished when they beat it as they are feeling with the current underpowered style. I also wanted it to feel a little different than the generic indie horror formula. That's just how I imagined this project, some people really like this direction, some don't. I don't blame you if you don't, this was also my first public game too. I have alot more planned for my next games!