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(+1)

Such a sweet game. I had great time playing it from the start to finish, and surprisingly learned fast and naturally (so to say) how to utilize my abilities the best. Don't get me wrong, the tutorial was nice introduction, but it left me little confused on how the anchor ability worked and how I could use it against the enemies, but soon as I got to encounter couple of enemies I got a better understanding of it. Still though, you can see that some actual thought has gone to the mechanics here, everything is working out well together and feels like a solid package. I loved how you could upgrade your abilities too, rare to see, but it really gives that worth to exploring. Although I only invested twice in range and rest to speed, it felt that I had some control over the way I wanted to play. And the change in lighting/etc when monster is near is great! I loved the look of the game overall too. I think minus parts for me in the actual mechanics and gameplay loop is that dragging the pyramids takes a quite while, and going into a wrong direction can be easy, but I wouldn't say it's necessarily 100% bad thing either. Dragging, especially if I noticed I had gone wrong route and there wasn't any enemies patrolling, was quite a chore lol. It was just me, the shuffling of the pyramid and silence of the level. Which brings us to the one thing I would love to see, or hear: Some ambience sounds and more sound effects in general. Honestly speaking, if the game had minor sound effects here and there, menus, ghost making fun small noises, enemies making scary noises, etc, I'd say your game was pretty much done deal and golden! I think you all have done excellent job so far, it was a tense, spooky, fun and surprisingly wholesome experience for me. Bonus points for the small notes you get during the game, it was fun reading them when I was chilling in a safe place! 

And on a complete other note: I did kinda "cheat" the level design, I think the levels were pretty nicely designed, but some barriers/blockades in hallways were easy to just walk through. I assume it was not the point, since the character was stuttering like a mad, but admittedly it is a fitting ability to have for a ghost. So I think it was the 2 or 3 level where I just dodged the enemies constantly by going through the barrels and at point forced one pyramid to come with me over the barrels. This is not a minus or anything, it made things easier for me in the end, but I'd like to note it in case you want to patch certain places to be more solid or something ^^  Or maybe it's a feature, like said, it's a fitting ability for a soul. 

(+1)

Thank you very much for your feedback! :D

We were actually pretty bummed out after recognizing the issue, as we were running out of time (two all-nighters in a row and c.a. 6 hours left). We've made a biiiig mistake by making the main gameplay loop too tedious, and we couldn't fix it in time, as it would either mess with the upgrade system or require us to make 3 levels in the span of 6 hours :D

Generally speaking, we wanted to convey the feeling of suspense and dread by making the player fulfill a seemingly easy task. Like how hard can it be to drag one thing from point A to B? Well, then the strategy comes into equation. You can't block your own escape path in the narrow corridors, you need to have an anchor in case of an emergency, etc... Our prototype version allowed the player to teleport back to the anchor while holding the Relict, which drastically shortened game time (25-30 mins on a decent run down to 10-15) and we felt it was a bit too easy. Looking back, we probably could have shortened the anchor range and allowed the exploit, but that would require some extensive testing too.

I fully agree with your points. We've actually already made a version with smaller rooms, as we plan to develop the game a bit further. The audio thing is definetely a thing we overlooked, but thanks to your comment we'll take care of that :D

About the blockades... Totally intended. Totally. (it's definitely my fault cause I thought I fixed them but apparently not T_T)

Once again, thanks a lot! It really means a lot to us to receive such valuable feedback from the player, plus, you have no idea how much your comment uplifted the team :D We'll definetely take your experience into account while making a refined version. I'm glad you had fun with our little project! :)
/Clavertus

(+1)

I've said a punch, and I will say it again, time limits are a curse and a blessing hehe. But for real, it's not easy to make well balanced game, and I really think you managed to pull off what you were going for. While I do think the dragging distances are a bit much, I still think you managed to get that tension in there! I felt like I had to pay attention and always be prepared in case. It's just matter of fine tuning I think, so exactly as you said: extensive testing! 

Good to hear my feedback was of any use. I'm such a sucker for game testing and love doing it, so I usually also tend to go full speed while writing and start to ramble a bit hehe. You guys are on the right track! Good luck for the future development! ^^