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(+4)

I enjoyed the graphics and story set up, however the maps were hard to navigate and lacked any real communication (for example it's hard to distinguish doors you can use from ones you can't, or maps where the exit is along the bottom of the screen are not consistent on how much of the screen works as an exit) The walking speed is VERY VERY slow making it hard to run away from enemies and a slog to redo the intro when I had to quit and walk away in frustration.  I also struggled with the item system, though that may have been from playing on a monitor with bad colour display (whatever indication there was to show I had an item selected did not show up at all)

The cut from talking at the end to needing to run was telegraphed poorly, thank goodness you had the sense to have a retry option.

All in all, this was a nice start, just needs a lot of polish. The amount of custom graphics is great! Lovely work.

(1 edit) (+1)

Thanks for checking our game out! We appreciate the constructive feedback and we agree that these are good points to look into improving in future builds. 

(+1)

I'd certainly like to check out a future build that has more of a development timeframe! Best of luck!

(+1)

I definitely feel you for a lot of these issues, I noticed some of my friends who played also struggled with knowing where to go (for example knowing where to go in the first map.) The clinic door originally led to another set of events, but we had to cut it out due to time. I felt like it was probably kind of confusing that it was so prominent yet couldn’t be entered LOL.

Unfortunately we weren’t able to iron out a lot of the small issues due to a lack of time and poured most of it into getting a game that can be played from start to finish. These things we’ll definitely look into for future updates. I really appreciate the thoughtful review!

(+2)

Yes, watching a friend of mine stream the game it was easier to see where my own frustrations were stemming from and it really does come from lack of communication between the game and the player. (it's also very easy to pick up the rag at the beginning and get the conversation about Aster remembering where to go, instead of a conversation about a rag. So while on my next play through, I did see that that was a rag, without any way to inspect your inventory, it's not all that clear what you picked up.)

The clinic door didn't trip me up quite as much as not realizing that the boxes had moved in the bottom right side of the screen after getting the paper behind the first flower zombie. Things like that can be cleared up with a screenpan, so it's communicated to the player just what area isn't blocked anymore. :> Small polish things that certainly take the largest hit during a one month production frame!

I feel like games like these it's very hard to test properly with just the devs, because you know where to go. I'll look forward to whatever future builds you put out with the contest gaining you a lot of feedback from players.   : )