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I must've somehow missed this game when I was doing playthroughs - I only realized my mistake when the Youtuber talked about this game and I had no idea it was available. I gave it a go, and here are my thoughts. For reference I played using KB+Mouse.

Some things are clearly WIP (pretty nice for one week's worth of effort) so I'll comment on important topics instead of obvious WIP parts

>Didn't encounter any combat, so I assume there aren't any enemies available or I missed them entirely

>The dramatic camera angles are very cool. The first big room has a very nice visual. For some large rooms, including the big one just mentioned, it feels as if the player is too far away. It would be annoying having to do something or fight enemies while the camera is super distant. For these situations I recommend splitting the rooms into several camera sections, but keeping the major dramatic angles.

>Recreated the Silent Hill / RE1&2 style cramped-hallway camera controls, with the camera following the player. I like it, very claustrophobic

>Some camera bug in the room immediately after this hallway room, when standing in a certain spot would make the camera start rapidly spinning

>Wide open areas with the trailing camera doesn't match with the dramatic camera angles form before. I'd pick one style and stick with it as much as possible

>Can't pause while attacking?

>Ingame menu buttons don't work?

Otherwise it's a nice start. I'm interested to see where this will lead

(+1)

There is a combat section. It's actually required to beat the demo. I am not sure how far you got before stopping.

I definitely think I am going to limit my fixed camera angle distances in the future. I can still do wide shots, but they have to be done alongside cuts to closer ones near by. It's a bit more work but yes, it does make it hard to see when the camera can be so far away.

"Some camera bug in the room immediately after this hallway room, when standing in a certain spot would make the camera start rapidly spinning" I actually put a collider above the camera's allocated track specifically that this wouldn't happen. If you notice, you can't get close to the wall in that part of the level, because if you do, the camera would spin out of control. In my testing, I didn't run into it again after putting that collider. I probably need to make the collider wider then so it really has no chance of doing that behavior.  Thank you.

Pausing was actually not intended to be in this build, as it's an indev feature, along with all other features and interactions relating to it. Sorry.

Thanks for playing!