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No problem at all - I always try to give fair critique to the games I play, and I'm always in awe of the time/dedication it takes to create them, in a lot of ways it's a collaboration between the designer and the consumer at the end of the day. Which can only lead to great things. At least I know now that the door was a glitch, and not my mind playing insidious tricks with me - as someone who used to do QA for a 'leading' game developer there's always going to be bugs in a release, so no problem there, either. If you're a one-person team then all hats off to you, you're doing a terrific job and may you continue with it. Great sense of putting tension/feel/atmospherics in the process. 

With regards to the mouse sensitivity, I'm just one person - see if anyone else feels the same way and take the statistics for your decision, although including it wouldn't hurt ya ;) 

Understand the need for having an alternative button - maybe there could be a poster in the carriage that 'without breaking the fourth wall' ;) lets the user know this without having to look at the menu screen? The more intuitive a feature, the better the result. But maybe I'm just a little dim when it comes to these things, as has already been pointed out to me in the video there was a gun underneath a chair and I didn't see it at all!

Thank you, brother, I really appreciate your kind words and your honest feedback, it helps a lot.
I'm not sure why people are experiencing some bugs while others aren't, it's pretty weird and kinda frustrating to be honest, after all the work I put into it haha. But oh well, can't do anything else than go forward. 

I did put up a fixed build that solved the door issue and some other small stuff people mentioned, if you feel inclined to see the ending. If not, I'm honestly happy you gave it a try anyway and left some good feedback.

Thanks again, God bless.