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(+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! ^^