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(1 edit)

Note: the build you shipped doesn't work within the Itch.io launcher.

Bit on the short side right when you could have exploited the tension more (when you enter the last room).

Loved the sounds and the reflections (I can't help, my attention focuses on the tech part :P ). I watched the video and - really? Both you and Phasmophobia used the same assets? Now I'm curious - they looked gorgeous on the video - who's the publisher on the UAS?

Overall it really does a great job, especially with so very little time to create the actual game! 

(+1)

Thanks for the feedback and the compliments!

The asset I used for the office environment is QA Office

I'm pretty sure the asset previews were done in HDRP and I built the game using Unity's URP so that may have been the difference in visual quality (also my environments were pretty empty which also contributed)

And this is a list of assets (obtained from a post on Reddit) of assets that the game "Phasmophobia" uses

(1 edit)

Aw, you're too kind! Thanks Ajackster! I believe I already own most of them but probably I was missing the office.

I honestly believe that the game, if you plan to work on it a little more, could benefit from a -maybe-  at least 1 week of work starting from the last room. It's right at that point that you have the climax of the tension, and you could  (time allowing) add a bit of exploration. That's the only part of the game that feels a bit rushed. I agree that level design, if done good, takes more time than people believe!

Cheers :)

(+1)

Thanks for reporting!

I've uploaded a new build that works correctly in the  Itch.io launcher.