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(1 edit) (+1)

I like that how smooth everything feels. Like it's satisfying to walk around, or watch the bus come. It's may be dumb, but it feels polished.

I would pay a little more attention to building a narrative. I don't mean adding drama or an epic store, since that doesn't seem to be what you're aiming for, but pretty much all the dialogue is 'take this, go there, kill this, go home'. Like, from the get go I got the impression that humor was going to be a big part of the game, but after playing the demo, it seems that only the combat is important. Like, I didn't expect the MC to be silent.

About the combat, nothing much to say, it's alright. I got hit a bunch of times so it wasn't a piece of cake, but it also wasn't really hard. I kind of wish you could slash diagonally.

A bunch of nitpicks: it'd be nice if there was some kind of notification that let you know all demons were killed. Being able to moving while talking is a bit awkward, but that may be just me. The sound when someone dies is too loud. Enter for reading text is a little weird, since it's far away from every other key (I think you could change keys, though, right?).  You can walk out of bounds outside of the hotel. In the first floor a locked door says "Locke", you should probably use a constant for the text displayed on locked doors.

Sorry to be so harsh, just telling you what I thought, keep it up!

Thanks for the feedback!

The characters don't really know the MC yet, so they just talk about work. Throughout the game that will change.

The "Locke" thing is a bug that I haven't fixed yet. Sometimes the game decides to not write the last character of a string.