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(1 edit) (+1)

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

Semi-on-the-fly remarks:

[testing the navigator version under Firefox, WITHOUT fullscreen]

game page: misspelling "officiers" -> "officers" (are you French by any chance? I am. ;) Seeing the names on the game page, this is probable!)

also "There seem to have" -> "There seem to be" (I recognize a loan translation of "y avoir")

music is great and reminds me of "Banjo-Kazooie" / Grant Kirkhope :)

fancy menu (volume control + key binding)

on menu: clicking left on a lamp and then clicking right somewhere caused a crash!
"The error was:
RuntimeError: index out of bounds"

very meticulous introduction, including voice-over, camera angles and movement for showing the level! (Nitpicking time: small French accent is audible, including a little lack of explosiveness for the consonants ;))

navigator version problem: clicking the middle mouse button, at least in non-fullscreen mode (since you recommend it), changes the cursor to move the page, so moving the camera with it results in also moving the Web page

controls ARE layout-independent!! :D (I have an AZERTY keyboard) Great.

super in-game tutorial

the ‘evil’ context reminds me of some games; "Dungeon Keeper" is an example, although probably not the closest one. Also, the whole feel of people interacting with objects in houses is similar to "The Sims"!

level 3 is already rather tricky. Spoiler: planning how to close the door at least one more time is key!

level 4: love the meta-humour at the beginning XD

Managed the moustache guy and then the red-shirted one, both at my first attempt. I think I do not really use the lure mechanic, mainly the scare mechanic; I think it is not obvious how you could design levels so that luring would be interesting/necessary.

Managed the last tricky white-shirted one, which I DID need to lure since he was staying remotely in front of a drawing; so, this answers my previous point, nice! :) And made him faint on my first try right in front of the entrance door, phew. XD

The game page told of a CONTINUE button, but I did not see it.

Takeaway: nice original concept (which mixes strategy and not-real-horror), incredible presentation with camera-wise in-game tutorial and displayed objectives (reminds me of "Dungeon Keeper 2" and such games!), rather cute graphics, sounds and all: really great. My only criticism would be that the luring mechanic could be made more useful through level design, and also, you can deal with people one by one, so some INTERACTION between them would make the whole thing trickier and more varied. For example, they could comfort one another, or open intermediate doors… Of course, I understand this would have been hard to come up with coherent level design with such mechanics. So, I just think the ‘luring’ reproach is the real one here; still, the game is great, congratulations! :)

(+1)

Oh wow, that's the most detailed review we've ever had in a jam, with a lot of good analysis and insight, thank you a lot!

You pointed a LOT of things really accurately =)! We are indeed a bunch of frenchies (hence the name of the team, "SpicyFrog" =p), and even if our voice actor is the one with the best english accent, his french side is still a bit noticeable ^^.

As the composer, I am truly honored to be compared to Grant Kirkhope, which is in my top 3 of the best composers ever. The Mad Monster Mansion music from Banjo-Kazooie was a huge inspiration for the music, because of its "comedic horror" type ^^. In fact, in general, all our games features a music that changes depending on what is happening just because, since I've played Banjo-Kazooie when I was 10, I felt in love with the game's dynamic music =p.

The are some problems with the Firefox version (notably the middle mouse button, but also bad collisions in fullscreen mode), we have no idea why, since everything if okay on other browsers :/. There is no real answers about that on the Unity forums, we are looking for that :/.

Now, about the "lure vs scare" mechanic: your input on this is really valuable, because, to be honest, we had a LOT of trouble to find what was the "core mechanic" of our game. We managed to have ghosts, items and scare mechanics pretty early in development, but we didn't really know what to do with all of that xD. We tried different styles of levels, and it is really interesting to know what does players enjoyed more =).

Unfortunally, the save mechanic is bugged right now and, if you use the "back to main menu" option, it deletes your savefile, sorry about that ^^'. If you quit the game by closing the browser, the "continue" button should appear.

Again, thank you a lot for that complete review, that was really awesome to read =)!

(1 edit)

Hé bah, de rien ! ;) Pour le coup de Frog, je m’en doutais ! X)

that's the most detailed review we've ever had in a jam

I wish more people would! Comments are more important than ratings alone.

À la revoyure ! :)

PS: happy to have spotted the Banjo-Kazooie style!