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(+1)

Hi there andymetoo, your game Hyperliminal is a great horror game with unexpected events! I have been so busy lately but managed to bring up this Gameplay Walkthrough video with some written feedback, keep in mind most feedback is on the video, these are only written extras. I also invite you to join in to the channel because that really helps me out to keep doing what I am doing and motivates me seeing developers with me as much as what I am doing here motivates you and others probably! I hope so XD


♦ Game Idea: It is a very good idea and concept, for a moment, it felt like you are aiming to bring refrences from famous TV-Shows & Movies, which would have been great to see that! Overall, I love the idea of random places and unexpected events and jumpscares.

♦ Gameplay: Not that many issues with the gameplay, found it easy and nice to control and move around. I must say that I was surprised of how far I can jump and that there was no damage fall (Maybe that would have ruined the game as it does not focus on combat, meaning no health bar or anything like that, so good call right there)

♦ Story: Such a lovely story and good content around it, having that mystery on the story is always wanted.

♦ Artwork: I see that there is a lot of details in the game, although the one under the water was a bit hard on the eyes to notice objects and paths! I do love that room where the door close behind you and you hear them screaming and knocking on the door, that is a great design!

♦ Audio: There is parts where the game runs with almost perfect audio design, such as the unexpected whispering. And there are times where you feel the audio is not balanced, when the jumpscares happen the audio gets so loud, sometimes it really hurts my ears! I understand that is important, but there is a room for improvement there (Example out of jumpscares is the starting point intro, the game audio there sounded very loud comparing with the rest)

♦ Bugs & Constructive Criticism: Most of this is shown and focused on the video proivded, some other feedback related to this point is a suggestion to try to shorten the story converstaion at the very start, it felt a little bit longer (the first 5 to 6 minutes of the video) This could be done better by giving parts and chunks later on after playing and having some gameplay experience. Also , another point is that the exploration at the very start can be missleading, I thought the entire game would be like this (more open where you have to collect and find those memories) Which to be honest, those white memories are just waste of time for my opinion (A content creator opinion to be clear) The reason behind this is that YouTubers will have less time to try to explore and get collectibles even if they are rewarding, because that will take a very long time to record and it is less interesting to showcase the exploration part. (I felt that I would have done better for a fun video if I ignored the collectibles and focused on the main critical path)

♦ Things to Double Down on: That kind of whispering is fantastic and works amazing, better than having loud noises or sound effects! Also, well done with the random things happening!

(+1)

This is excellent! Thank you so much for your review and for your thoughtful feedback. I'm actually quite relieved you came out and mentioned two of the things that I thought were the biggest fault (well, one of them I thought was bad, and the other one I wasn't sure of):

-The introduction being way too long. I agree with this as well. I don't mind having lengthy dialogue, but being slammed with so much of it right off the bat was something I was afraid was going to scare people away. Others have said that they didn't mind it, and I've even gotten comments about, "Well, at least people can skip through it...", but I do like the people at least knowing the premise of the story if they skip through it. I like the idea of having the player periodically return, through memory or whatever, to the therapist's room and having the story play out in bits and chunks like that.

-The other was the sound. What with having kids and doing a lot of work on this during my lunch break in the lounge at work, I didn't have too many opportunities to play it through numerous times on full blast, but I was definitely concerned that some of the sound effects would be too loud. I didn't put too much thought into it, however, because nobody really mentioned it in the feedback I received, but now that you have, I will have to look it over more closely. 

Also, one more, is that the underwater area was way too foggy and difficult to navigate. I've heard this feedback quite a few times, and I think I just got used to it because I knew exactly where I was going. I definitely wanted to make the player feel a little lost and like they have to find their way around in the dark, but I'll have to do something about that. 

Once again I thank you for taking the time out of your day to make this review and video of it!

All the best,

Andy

Thank you Andy for the lovely game and reply here! & Yes, I do understand when having a job or work to do and trying to "force" your passion towards any kind of free time you can spare! I myself are doing the same thing, so no worries about having bugs or sounds being louder in parts of the game, that's how things work! I genuinely wish you all the best with your game and future projects in life!

May we meet again, Zakaria.