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Absolutely loved this! So much potential. The mapping of the environments and surreal atmosphere were just fantastic, and felt non-linear even though progression is actually fairly straightforward. Your approach to the "uncanny" concept worked perfectly. Believe it or not, I enjoyed the architecture and layout of this mall more than the one in Silent Hill 3. They're obviously very different, but for me at least, that's high praise! Obviously the puzzling and item hunting were minimal, given the scope of the project, but even those aspects show a lot of potential and seemed very natural. The enemy concept, though again fairly minimal, is really creative. I'm sure I missed a few things, but I'll probably play it again sometime.

I loved the feel of the controls, and I hope you consider doing more with this third person fixed camera/tank controls scheme, because it played very smoothly and I'm always looking for more games in that vein but with their own unique style. It's a dream of mine to learn UE and make something like that; this is one of the best and most ambitious experiments in that realm I've seen in a long time.

The camera angle triggers got a little wonky here and there, but I did manage to push the blocks correctly the first time, which was cool. Someone else said the enemy balance could be improved, and I suppose that's true. The inventory screen was a little confusing, but I quickly figured out what to do with it anyway. It also took me a minute to figure out I had a flashlight and that I could manually reload. For what the game is, though, these criticisms aren't a big deal. Really cannot wait to see whatever you do next!

It's wonderful to hear that you enjoyed playing my little game and that it has so much potential in your eyes! 

Your detailed feedback on the mapping, atmosphere, enemy concept, and controls scheme are much appreciated, and I'm thrilled to hear that you found the architecture and layout of the mall to be even more impressive than that of Silent Hill 3 :O.

I will take note of your comments regarding the wonky camera angles and the improvements needed for the enemy balance as it is on my backlog list of upcoming changes. It's great to know that you were able to figure out how to push the blocks correctly the first time and how to use the inventory screen, even though they may have been a bit confusing at first.

Thank you so much for your kind words and constructive feedback. It's always heartwarming to hear that a game you worked hard on resonated with players and that it inspired someone to consider making their own game someday. 

I hope you continue to enjoy playing "Sundown Mall" and look forward to seeing what you do next as well ;)!