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(+1)

I can't believe I actually played this.

I take back what I said about the chromatic aberration in the call. It actually makes more sense when you play it yourself. 

Now for the criticisms.

For the minor nitpicks

- Enemies targeting you should look a bit different. Maybe make them show the green-purple color only when they are targeting you.

- Right click would've been a better choice for the hold up phone button. Also, you should be able to press Escape to get out of the phone.

For the more major feedbacks

Right now, there isn't much of an enjoyable challenge, only a tedious quest to go through. Finding a single door in each alleyway isn't fun. The phone battery countdown doesn't really give the player much tension. Electric chargers can be easily found and doesn't run out, so you can just camp near them. Which means, enemies could be easily killed safely if you play it boringly and just lure them to kill one by one. This basically means that the game design doesn't really encourage the player to do anything fun .

Overall, the game felt aimless with its design. There are many ways to fix this problem. Maybe give the player a sense of progress. For example, let them tackle some unique enemies guarding electric chargers. It would serve as a kind of, "checkpoint", for both the game state and the player's safe zone. You could even add some powerups each one. With the level design, build up some expectation for the door. The door could be still ambiguous, but maybe have the area closer to it have some harder enemies, and give the player some sense of progress. The game loop shouldn't feel the same the entire experience.

Please don't take this comment too literally. These are just my suggestions to give you a vague idea of what I think could improve the game. I would suggest analyzing the games you enjoy and see what they do. I really want to see the game design do your art justice.