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>What was the most frustrating moment or aspect?

I found the map confusing. I thought the direction I started facing was the oncoming for the top track and the direction to face the phone was the oncoming direction of the down track. I eventually did pick up that the caller says whether a train is coming up or down, but then there was a train I was supposed to stop to let a count's train pass, and I couldn't stop it. I was also unclear on when to let go the first train you're asked to stop.


>What was your favorite moment or aspect?

I liked whenever I felt like I had a handle on the train situation. The whole setup is made complicated enough that, whenever I had the right trains stopped and was managing paths correctly, I felt like I was actually accomplishing something.


>Was there anything you wanted to do, but couldn't?

I hoped that lighting the candles would make the demon go away long enough for me to figure out what was going on with the trains, but I'm honestly unclear on what the candles do exactly. They didn't seem to change much.


>If you could change, add, or remove any 1 thing, what would it be?

An easier start, kind of like Five Nights at Freddy's with its learning night 0, would be appreciated. A timeframe to get used to the controls enough so that when the demon does start showing up it's more interesting than annoying.
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Thank you for the detailed report! I can actually comment on a few of the things you brought up:

  • The up and down directions being somewhat confusing has been my most common feedback by far. I have a number of plans on how to handle that, some of which are a little silly but should work. I'm also planning on looking into whether I can highlight certain words in the phone call text (i.e. "up" or "down" or "has to wait") to make them stand out.
  • The candles actually ward off a different demon that doesn't spawn correctly, a shadow demon that appears under the table the candles are on. I'm working on getting that fixed and working. The demon that DOES appear can be warded off by clicking on it with the book (I was hoping the chevrons on both the book and the demon may point that out).
  • So far I've mostly viewed the first playable day as more of a "day 2" kind of thing, so hopefully in the final build (when I have day progression working correctly) I'll have an actual day 1 that isn't as breakneck. Also hopefully having a day to ease the player into the swing of things allows them to examine the stuff in the room more closely.