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(+1)

I did quite enjoy the gallows humour in the dialogue that could suggest a larger story should you decide to expand on this, and I do really like the idea of every death not only helping to quell certain obstacles but to also help open things up metroidvania style, but the level design itself feels very VERY cramped with low ceilings, tight hallways and narrow hazard evasion windows with little room for error.

Couple that with the awkward head bobbing camera and it makes for some awkward circumnavigation. I'd prefer if there was no third person camera at all and that your team defaulted to UE4's first person template to start out with instead (that, and pressing F to interact is far less intuitive and direct imo than simply clicking on a subject would have been).

(+1)

Yeah we agree using third person was certainly a design oversight and we do wish be had it be first person only, but by the time we realised how much better it would have been it was too late into the jam to change it around whilst streamlining the first person with things such as the awkward headbob, it certainly would have made the map design a little less daunting as a player too.

Thank you for the feedback! We will certainly take this into consideration in future projects and maybe even this one if we choose to continue development.