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(+1)

I only made it to part where the enemy shows up, the flashlight didn't really help much and I couldn't manage to go up the stairs past them.

The visuals are good, though the light originates from the place your character stood when you turned on the flashlight instead of from the character.

The tile-based movement feels clunky, it's ok in the puzzle segments, but when the enemy shows up it just doesn't work as well as it should. You get a game over even when the enemy is away from you, leading me to believe that collision is based on what tile the enemy is walking to instead of the actual location of the enemy's sprite.

That said, the light-reflecting puzzles were fun while being easy enough to solve. The ability to auto-solve puzzles is an interesting addition. Reset is a great addition too, basically necessary since you can push the mirrors to corners and such and can't get them back out. So without the ability to reset, the game would be very frustrating, great thinking on your part to add this, developers frequently underestimate features such as these, especially in game jam games.

Thanks for the feedback! My friend ran into that issue while playtesting, and the idea is you're supposed to run back into the room you came from to hide in the closet. I tried to communicate that better by mentioning the closet in the opening dialog, and only having closets in the puzzle rooms, but I guess it's still not clear. I guess the best solution would be to give players enough time to get to the next room and hide there, since that seems to be what most people have wanted to do. I just have to make sure the AI can handle that :)

Glad you liked the puzzles though! I wanted to make sure people didn't get stuck and give up before reaching the end (though I guess the puzzles weren't the only thing in the way of that, haha). So I figured the auto solve button would let people get through the game fast if they wanted for the jam. 

btw, I just made an update  to fix some of the issues you mentioned. Burning the enemies stops them for a lot longer, so it should be feasible to get around them. I didn't have time to adjust player movement or the light spawning, but hopefully the experience should be a lot smoother.