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Nice game, good work!

Some feedback:

  • UI was a bit glitchy. I pressed settings and then restarted the game, but the settings menu was on the screen still. Not a big deal.
  • It's difficult for me to tell where the player light starts/ends and where the environment light starts/ends, so it's hard for me to tell how which light source/direction I'm being damaged from, so I don't know which direction to move away from the light.
  • There was a weird dark black goop on the ground occasionally. I wasn't sure what that was or what I could do with it. I don't think any of the tutorials mentioned it to me.
  • Level 2 - There's some invisible colliders near some of the lights near the top-room's bottom-right corner?
  • Level 3 - Invisible colliders in another light near the top room's bottom-right corner.
  • I got stuck on level 3, since I couldn't find the last thing to open the door :(
    • Levers are the same color as the ground, so sometimes it can be hard to tell where they are in the dark. It's easy for me to miss the shininess of items since I'm moving around often.
    • Having some kind of indicator to help the player know how many pressure plates/levers they need to open the door would help, so I know that there's still something left in the room.

Regardless, I had fun playing and exploring around the dark rooms. I like the light effects, but I think it could use some more work to make it more visually accurate where light starts/ends. Good work!

Thank you for your feedback, much appreciated. 

  • Agreed the UI was a bit rushed and will need some love  and attention :))
  • Regarding the difficult of differentiating the light sources, I will keep that in mind. I will try to experiment more with them to find a way to better distinguish them. Will look maybe to try color tints and/or directional dmg indicators.
  • Dark black goop? could you offer some more context about this, as I am not really sure to what you are referring? I can assume that it might be do to the lighting and how I draw the lights. The lights are draw in by shapes and are dependent on the form. I observed that when the shape is concave it generates some really dark areas, and in this case I do need to update my drawing method to minimize or eliminate those dark spots.
  • The invisible colliders, are indeed a bug created by the way I do the dmg handling. It seems that while in a damaged state the player can interact with all the layers of the levels. In this case it was hitting a wall that was 1 level down while he was damaged. Will work and fix this :D
  • Regarding Lvl3, there were no extra levers/plates to be found it was the first room where it was more of a puzzle. It was a combination lock type puzzle (although it has 2 valid combinations instead of 1, functional bug XD). Intended solution was to flip the 3 levers whit a candle above them.
    • I agree that the levers blends to much with the ground/environment, I will plan to update their appearance.
    • As I wanted to have some more puzzle like solutions to some rooms I considered that a counter of levers to be found was not appropriated as some solution might be more dependent on an activation order, or combination of levers.
    • Could add maybe a hint button or have some more rooms to ease in on the more puzzle like rooms. Would love some more feedback on this if possible. :D