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I like the ever present and dwindling candle in the UI - it really adds to the tension as you're reminded of your limited resource. I did find it slightly problematic that the candle was constantly lit, as it feels like I am being forced to move along the game instead of having the chance to explore the room and soak in the ambience. A possible improvement for the candle mechanic may be having the option to choose to put out the candle to conserve it for later and then relight it with another limited resource (e.g. matches) to add to the resource management aspect. 

I'm not sure if there was an in-game effect, but does sprinting affect the rate that the candle burns down? It could affect how a player deals with the second and third stage creatures as well as general exploration.

I like that the candle affected the enemies' behaviours depending on how bright it was burning. The third form of the the creatures did feel impossible to dodge though, so I did feel like I had zero chance of surviving when going through long chains of rooms where there were no candles. The animations for the transformations were really well done, as well as the accompanying sound effects.

I like the "safe" room and the alternative music it has. It reminds me of the Resident Evil safe rooms. There appeared to be a hidden doors throughout the manor, but I couldn't find a way to reveal them - were there more areas planned initially?

It feels like a demo for a much larger survival-horror game. Its a good setting with a fitting mechanic and suitable protagonist. The candle itself could open up a range of puzzles and interactions within the game world itself.

A short game about fetching a photo within an ill-lit manor.

Thank you for playing and leaving a very detailed review! I didn't have time to balance how long the candle stayed lit with the thresholds the the enemies transformed in, if only there had been 2 more days! Extinguishing and relighting the candle sounds like a neat idea for sure. Sprinting did not effect the actual amount of wax decreasing, but I did have the candle flickering rate change with the walk vs run speeds. I could have probably had fewer enemies to allow for a bit more exploration, something that I'll certainly consider if I decide to continue this project. Resident Evil had a massive influence on the design of this game, from the idea of safe rooms to the piano easter egg in the stairwell, I've always wanted to pay homage to it in some way. 

As for the hidden doors, each door has a corresponding switch. One is in the hall on the opposite side of the first floor, and the safe room switch actually has a polarity. If left alone, the safe room near the attic key will be open. If you flip the switch on the third floor, that safe room opens instead, which is a mechanic I couldn't use more cleverly in time. 

There seems to be some interest in this being developed further which is truly inspiring. Thank you again for playing!