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(1 edit) (+2)

Very impressed by the overall quality of this game! The concept is fun, original and well implemented. The introduction of new mechanisms kept the gameply fresh, without overwhelming the player. I absolutely loved the atmosphere and the whole narrative you developed around Not Alone Inc, the voice over was great and the little introduction of each level felt like the right length: not too long, while giving us a simple but sufficient reason to scare those humans! (not to mention I loved the humor) Interface and controls are clear and well presented.

After the first two levels I did struggle a bit because of the addition of the door (I like the idea though!). To give you some (hopefully useful) feedback on how it went for me: I found that it was faster to use keyboard controls (1,2,3) to switch between ghosts, however I would then often miss the E key on my keyboard (so maybe using right mouse click instead of E would make it easier?). And I also found it easier to play with the game NOT in fullscreen, since each object was closer to each other (faster to select object), and it made clicking on objects vastly more accurate (I played on Firefox). Maybe not allowing ghots without energy to enter objects would also help (I would sometimes not be able to close the door on time because I had one ghost without energy stuck in the door, and another one with energy but that couldn't enter because of the other one…).

But overall, congratulations for what you achieved in such a short time: great game mechanics paired with great atmosphere, and already pretty polished! It definitely has the potential for more.

(+1)

First of all, I would like to thank you so much for taking the time to write such a detailed review and feedback! Comments like yours are invaluable to allow us to make better games so I will say it again: thank you! <3

Now some pieces of information from the inside. We definitely know the controls are far from perfect, we noticed it when playtesting and it's one thing that reviewers told us a lot too. We've been brainstorming of sorts since then to try to rethink the controls but we haven't found a perfect solution just yet, something to keep an eye out.

As mentionned on the game page, playing on Firefox in fullscreen leads to weird hitboxes offset for some unknown reason, maybe you being more comfortable in  "windowed" maybe comes from that? But the global detection of the pointer and objects hitboxes is also frequently brought up by testers (and we totally agree!).

Finally, when a ghost's energy is fully depleted, he is kicked out of the object it is currently possessing. maybe the lightning icon was a bad choice because it's hard to see when very low on energy because of the narrow shape of the icon. There is alternatively the gauge in the bottom left corner. But now that I'm thinking about it, maybe the ghost should be kicked out as soon as it drops below the energy cost, something to keep in mind and heavily test.

Anyway, enough rambling, thank you again for your very nice comment and feedback, rest assured that it is very appreciated and really appreciated! :)