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Intensity levels higher then expected, yet the AI - too BUFFY! 

I loved the concept of this game. Rarely do I come across the indie project, which has this level of detail, quality and hard work put into it. The sound design and atmosphere shine brightest, same as the visuals and that creature - looking terrific! Yet, the game has its issues. 

For the demo, the project is brilliant. I would say adding the difficulty level/meters for other players can create less confusing gameplay or maybe making the checkpoints/saving system just in case something goes wrong. The map overall looks neat, yet at some corners the player might glitch and end up in the creature's hands. Those improvements would benefit the game for sure. 

Best of luck with the development and will see what you can make out of it. Cheers! 

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I think I just need to communicate better that too much running is basically an instant death because he is tracking you and hears you. I have learned so much about level design in the last 24 hours from watching people play the game. This guy is the only person to pay the game as I saw in my head.  He might be the first person to enter the building though the intended path. I'm thinking of ways to get more people on the right track and help people get over that initial hump. Thank you for the feedback! No monster AI nerf just yet. The full game will have safe rooms double as checkpoints and allow for the player to have ways to escape the monsters grasp. I think the high difficulty of the demo helps condense all the feelings of what I want the full game to feel like but in under a few minutes.

It's just the demo version so if some players can't beat it, that's totally fine. The full version will be a bit more forgiving because I want everyone to be able to get through that version.

Again, thanks for the feedback! This is the exact type of thing I was looking for. I would love to hear from more devs.

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With all due respect, I disagree with you. The intent of creating a playable application, let it be demo or a full version is to consider the outside perspective. People should not and won't play the game the way "you want". If 1 person out of 10 finds the same path, that means just that. Sorry, but you are making the general players feel guilt and frustration and defending your game as if they "should" play it the way you want. Sorry, but no. When I make games I always consider that some players might walk or run or do that and this. It is a big mistake. Watching other people play can improve your development unless you are willing to face the criticism and be humble. 

It is your choice, do what you want, but if the marketing of the game is "monster too fast and hard to complete" they won't come back for more. And just because 1-2 people out of 40-50 play the game as you say "correct", means nothing. 

Good Luck.