Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(-8)

It's just an asset flip with a simple monster and player controller. There is no reason to use chests to hide because you can always outrun the monster. The full game better be good to overshadow this horrible demo experience. I have no good things to say about the game because 95% of the game isn't yours. Only the coding part is, and it's the most basic thing I've ever seen.

What I want you to do right now is research. Look at other horror games and why they are good. Don't make scripted jumpscares, make the monster more predictable while still keeping it spooky.  Make the monster faster than the player, but make it so that I can outrun the monster for a short while until I get inside a chest so I would have an incentive to hide.  Make the sprint last less and recharge slower, it's overpowered.

I dunno what you are gonna add for the full game, but that's up for you to decide and make it scary and original.

(1 edit) (+4)

Those are good points but I don't understand why you're being so hostile toward the developer. 

Calling it an asset flip and stating that 5% of the game is theirs is also pretty uncalled for. Even if none of the artwork in the game is original, if proper credit is given then using assets does not devalue the game. It just saves a bunch of time for the developer. Making assets from scratch is pretty time consuming.

(-1)

I said it's an asset flip because i couldn't find anything original, visual or mechanics-wise. Usually, I find something good, but this is too simple for it being a demo.  A demo has some new or interesting mechanic that makes it distinct and unique from other games. Im not saying it should have been a 10 hour experience for me to rate it good, i was saying that there could have been something to make it interesting for a short experience and excite people about what's coming. 

Also just like you said, i don't mind free or paid assets. Making a game with some assets that don't belong to you is perfectly fine and i don't mind it at all, as long as it isn't stealing. Also i know these assets here aren't stolen, just sayin

The reason i said the game is 5% his, is because these free assets aren't his. It's only the simple programming.

The video shown is just supposed to poke fun at how not scary the game is. I mean, i just walked through the whole castle without being killed. The main point of a horror game is for there to be a threat, either real or psychological,  but there wasn't any. That's the point of the video, just a showcase on what to stop the player from doing and to make me fearful. Just spamming a bunch of scary sounds isn't scary.

Also, do i really sound that hostile towards the developer? I just want to be informative and direct, sorry about hurt feelings i guess. I never meant to say that this game should stop its production, I'm saying it should focus on upgrading because it can be good.

Anything else i should answer?

(+1)

Nah you're good.  Seemed a bit hostile, but it might just be me ¯\_(ツ)_/¯. But besides that part I do agree with your thoughts. This game has quite a few flaws that I'm surprised aren't really being talked about as much. Hopefully the full release is an improvement.

(-2)

ratio + unnecessary hostility + L

(-1)

Cope + don't care + go to gym + learn the difference between hate and criticism

I am not underestimating you but I want to see you make a better game

(-1)

https://gernermale.itch.io/the-seeker

A low poly game,

The monster can only see you in the light, you can hide in darkness however it can hear you if you are running or are too close to him. There are spawnables around the map, which are random, and each one can give you a weapon piece, give you ammo shells, make you hidden, boost your stamina, or make your footsteps almost silent. Once you collect 3 weapon pieces you have to assemble them in a workshop and then use the weapon to kill the Monster. If you run out of ammo then you are pretty much dead. To help you with running away from the creature there are a few hiding spots around the map that you can use to crawl into. Also the creature can use psychological illusions to scare you.

I made this in a week btw, also make sure to rate your experience and have fun.

Sure thing

Dude, I think you just mistook a spooky nostalgia experience for an actual horror game. I mean you're right, it was rather easy, but clearly they intend to have difficulty settings and haven't fleshed that out yet. I for one enjoyed this greatly, expressly because no dumb shit jumped in my face and avoiding peach didn't get in the way of enjoying walking around in the castle again, but in first person.

You take this as a nostalgia trip, i take this as an aspiring game developer trying to make a full game for people to enjoy and get spooked. Also, the game was on medium difficulty, I suppose that wasn't enough to stop me from easily outrunning her and not use chests. When a full game comes out, I will once again make a video on this on the hardest difficulty, because I want to see the horror aspect shine. If you want to play just to see the castle, then isn't that misinterpreting the fact that this is a horror game and not a collecting simulator? Whatever floats your boat, I guess.

Can't we just allow  games to exist in the grey areas between archetypes? Seems stifling to require everything to be precisely this or that.

Purely out of curiosity as to our different perspectives, how old were you when SM64 came out? I was 10, so this was pretty perfectly in the zone for me.

(1 edit) (+1)

Could you elaborate grey areas between archetypes more? I don't quite understand you. Do you mean games should be a combination of 2 or more things?

About the stifling part, i love call of duty advanced warfare and infinite warfare. I love the changed formula of adding verticality control and just the futuristic theme was awesome. But apparently, it was hated because it changed from the normal call of duty that followed historical war stories. Like bruh, i don't wanna play Cod ww2 every single year. There are more examples, this is just the one that came to mind. This is what you meant by that "require everything to be precisely this or that" part, right? And if it is, then i don't mind it.

Also, i played Mario 64 when i was 9 or younger on those big ass Televisons. I completed the full game, i remember almost everything. The desert, the castle, the penguins, that big bomb with a moustache and of course Bowser. But, I'm not gonna say that something is good just because it makes people or me feel Nostalgic.  And once again, if you feel the game is good and you have fun playing it then who am i to stop you? You aren't going to change my opinion that the game is supposed to be a scary experience with a super Mario theme, and I'm not gonna change your opinion that this game is supposed to be whatever you interpret it like. 

Exactly what I was layin down, I think you get me. For context as to the sort of gamer I am, as much fun as doom and goldeneye/perfect dark and other iterations of shootuminnahead were, for a first-person experience I really prefer things like the modern end of the fallout series, portal, metroid prime, or superliminal where mechanical skill in rapidly aiming well isn't exactly the point. I also played the hell out of warcraft/starcraft back in the day, but lately I've been 1000x more stoked on this game called Timberborn which is basically a top-down real time strategy game, except there are no enemies to fight and the entire goal is just keeping your beavers fed and healthy and happy when the river stops running each dry season. Oh, and it you've never played the Stanley Parable, words cannot describe the delightful absurdity of that experience, had me in stitches for like a week. I really liked the older resident evil games where the hard part was managing resources/inventory space and remembering that thing you saw a while ago that might solve this puzzle, but when I tried out Village, I was super disappointed to find that it was more or less a linear series of keys to open the next door with an obnoxious unkillable monster following you around for half the game.

That last example is probably most what I was thinking of when I said grey areas. Clearly I'm the minority, but I think it's a crying shame how much gravitational attraction the poop your pants horror genre has...cry me a river I know but it would be nice if we could let just a few more of the silly little exploration/puzzley-type games actually be less stressful than regular life, instead of more. I can't tell you how many times I've been browsing itch, seen something that looks like it might have some depth, and then discover that it's just a series of jumpscares with a key or a switch here and there, or maybe a 'cutscene' where you die if you weren't super ready to push a button. I know that last mechanic was used a bit in those old RE games I said I liked, but they made it just forgiving enough that it wasn't too much of a headache. From my perspective, sure a spooky game can be good, but it has to actually have rich and strategic gameplay. If a game is basically just walking around looking at stuff, well I like doing that a lot better when nothing goes out of its way to startle me. If spooky/suspenseful elements are at play, I want being surprised to actually mean I wasn't paying enough attention. When the game is actively trying to startle you, I think that's just mean. I understand why it happens, after all gameplay is hard but loud noises suddenly blasting into your headphones is easy, and people seem to actually like that for some reason, but man! Wah, wah, wah, little baby doesn't like loud noises. So I guess I'm not trying to say this game is exactly 'good' in its present state, but simply that if it was this trite but also startling, I would find it much much worse.