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I'll be writing this post as I play along the game so as to give my first impressions exactly as they come.

First thing I noticed as soon as I opened the game:
Instant ear rape. I had to mute the PC to get through the menu screen. I suggest you work on what kind of song/sound effect the player will encounter on critic portions of the game- the main menu is likely the single most important one (first impressions and all that).

Next thing I'd suggest is to be mindful of what kind of keys players will be pressing to return from menus. Most people check the options menu even before starting the game. ESC just throws you back to the story summary, which is unskippable (I'm aware you can fast-forward, but If someone already read the text, they want to skip it rather than FF it)

I like that you can kinda skate through the dungeon rather than be locked into every panel.

This is nitpicky, but the mandatory corridors are needlessly long, and the camera is angled way too low, feels like my character is depressed and looking at the floor constantly lol

The music in the dungeon is pretty nice, and the visuals are striking enough that, with a little more finesse in the art direction, it can feel very intimidating.
I then got into a battle, died in one hit and lost motivation.

Overall, I can tell this was inspired by SMT back when they were true dungeon crawlers. I don't know how far into development this is or what is your scope, but the premise, even if not entirely original, is good. Old SMT had a great vibe, and more games like those need to exist, but this needs a lot of polish to get there. If there's one thing I'd suggest focusing on is presentation. Even more so than gameplay (smt didn't had a great one anyway). Work on the characters, their models, the level design and the game will be much more fun and enjoyable.