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Thank you so much for the detailed comment!!

That's a very clever way to push the tables, in a future version we'll definitely need to address that, but I'm honestly glad to hear you played enough to discover that :)

A few people definitely complained about the darkness. What I would have liked if I had time to figure it out would have been to make the player's phone light much brighter, or found a way to turn on a flashlight in a way that would draw enemies, but also give you more visibility.

The falling hole mechanic was one of my favorite things, I was so happy with how it turned out. That idea for a hole falling in a hole... that's honestly genius, since it would only happen with the moving holes. Either that, or I'd 'infect' the other holes. Unfortunately, the game as released, there's just no effect, but I absolutely love the idea.

Unfortunately, not all the NPC dialogue was made true in world. I'd have loved to make the hole move if you threw things in it, or make what she said about not moving true, if I'd had more time to think it through. I mostly just wanted to portray her being scared, but 'stopping' to stop the hole could have been a pretty interesting mechanic.

I hear you for sure on the algorithm. I was hoping to get as much nuance as I could into it, but it's rough on such a tight time budget, especially with how little time I had to make the levels after we finished basic programming. In a full version, I believe I'd still want there to be an "Algorithm", but it would take much longer for it to reveal itself, and I'd have the player pushed into positions of doing things that get its attention. Considering how much I liked the writing in your game, you liking the dialogue really means a lot to me.

Again, thank you so much!