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As a prototype for the game this is has the core loop down. Having to be careful of enemy flashlights or your could be caught while having to manage your sprint ability with your hiding ability was a good choice in my opinion. It forces the player to choose between moving quickly around the stage or having the ability to survive suddenly being caught between a few lights. Great design in those regards. 

Obviously as you said in your description you weren't finished with the game but here are some suggestions I thought of. Some audio during gameplay (which is a duh right?), maybe working in some dynamic lighting would do wonders for the atmosphere to rein in the darkness part. I'm also not sure how much control you have over the lighting but if you considered adding obscuring weather, like flurries / a blizzard that lowers both the player's visibility and the enemies it could change the feel a little bit too. Lastly for the Ai, have you ever played Metal Gear Solid? Maybe there's a threshold where they start moving towards the last known spot of the player to add to the player tension and stress of hunting down the enemies.

Overall this was a good little experience, I think if you kept with the concept, expanded a little on it and had more time to polish it, that the game you'd create at the end of such a journey would be pretty good and I'd like the chance to get to play it if you do.

(+1)

I originally did plan to have the enemies act differently based on how much the player had been seen, but to be honest with you this project kind of took a back seat to other projects that demanded my time last month. There is a lot I want to do, but implementing new things is such a slow process becuase of my unfamiliarity with Unity. I might remake it in Godot where I'm confortable and can make it more the way I want to.
Thanks for checking it out!