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(+1)

I'm really liking the overall aesthetic of the game, especially the 2D art (I wish the 3D art could capture the same style more, but that's gamejam art of course). I do feel the mansion is just a tad too big and it's pretty easy at first to get stuck, which feels pretty unfair if that ends up killing you. Near the end of the game I was kindof wandering about aimlessly trying to find where to go next. A smaller mansion and maybe some more clear signposting of doors opening would help. Maybe use some directional sound so players at least have a vague direction?
Not too fond of the twist ending, it feels a bit last-minute and perhaps it would've been better to end with the mystery unresolved?

(+2)

Hey, thanks for your feedback! Very glad to hear that you enjoyed the game!

Yeah, it was hard to estimate accurately the size of the mansion until very late sunday evening, and even more so in addition to the light&dark mechanic.

We intended to have clear feedbacks with sound design, unfortunately we didn't have time to implement them. And we didn't realise that the player had literaly no other way to know that a new door was opened until it was too late.  Clearer mentions that you completed each "phase" of the game would have been very cool. Your idea of directonal sound is very intersting, we will think about it when making a more polished build!

As for the twist ending... yeah, your comment is spot on. We didn't really know how to end the game properly and felt it would be a bit strange to leave it unresolved.  The idea was actually present in our mind very early, but we didn't think about how to bring it subtly until we had more or less everything else in the game. Maybe you're right, and mystery would have been better than a half baked end, but still that was the story we wanted to tell so we did it anyway.

Anywayn thank you again for your comment, it's really appreciated!

(+1)

I know how difficult it is to make a mystery/horror game during a jam. I tried it myself during Brackey's Game Jam earlier this year, and at that point I had a whole week. For what it's worth, this is still a very solid and pretty attempt!