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Really great game! I'm very impressed with the amount of work you were able to do within two weeks. My favourite part is definitely the Sanity damage scenes, I was not expecting them and they were very creative. It took a few attempts, but I did manage to start the reactor; although I was so distracted looking for keys and lockpicks, it took me a little while to realise the reactor was fully powered. 

I really enjoy how the amount of Suits and Sparky bois seem to increase as you play, really helps to increase the tension and stop you from dawdling. You did a great job on this game! 

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Thanks a lot for making a video, it's extremely useful to me to get high-quality feedback like this!

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I just finished watching your playthough - I really enjoyed it! I have a few notes that might be helpful for anyone attempting to complete RADIOTOMB themselves - some spoilers below.

  • You can actually destroy padlocks with metal pipes (and by shooting them with the gun)! Unfortunately, it's my fault as the designer that it's never made clear that padlocks can even be damaged. I'm planning on an update to the 'tutorial' section to help elucidate this.
  • There's only a single 'light entity' that stalks you, but more of the 'shamblers' spawn the lower your sanity gets.
  • The kaleidoscope-like sanity effect is actually an indicator that you've reached the lowest level of sanity and lost the game, and it's meant to close the game entirely. The current build has an issue which sometimes causes the animation to fail and requires you to press ALT-F4 to exit the game instead.
  • You can sneak around enemies, and throwing objects will make a sound that distracts them (this includes the 'light entity', but he's a bit smarter than the 'shamblers'). 
  • When not investigating a sound or chasing down the player, the 'shamblers' always follow a set 'patrol' path.
  • You *can* crawl into the vents, you sometimes have to 'crouch-jump' in a bit of an awkward way in order to enter them. Again, apologies that this was never explained.
  • There are many different ways to complete each objective, and the game is almost entirely non-linear - you don't need to enter every room or even open a majority of the doors to complete the main objective.

Thanks again for the valuable feedback, I really appreciate your persistence in finishing the game despite some of the more frustrating elements. I hope you enjoyed your experience overall.