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I think in light of godot corrupting your game, which is a terrible thing to happen to anybody, I'll do my best to review based on what I saw with that in mind. I'll try to be honest, but if it ever seems too harsh, feel free to ignore it.

I think the main premise of the game is actually very interesting. The idea that you wake up in an abandoned laboratory with some kind of 'failed' prototype can do a lot to setup intrigue. Almost like a darker version of portal.

The basic flow of the layout is actually decent in setting up possible rooms to explore gameplay. I imagine you did not get enough time to flesh out any game mechanics though, but that may be where you should start exploring first.

The doorway effect was really cool. I was impressed how seamless you got the transition between the two rooms.

The sound design leaves alot to be desired though. The droning sound was a bit grating on the ears, and the footsteps need to be blended more with the atmosphere of the game. Atm it just sounds like basic audio clips rather than real footsteps. Normally I wouldn't call this out, but usually horror games lean on that heavily to sell the effect of terrifying their player. I think 2D can get away with it alot more than 3D though.

If you want to continue working on this as a horror game, my recommendation is to take some time learning sound mixing and getting some good quality sound samples. I should note I also struggle heavily with this, and only recently realized this is the best way to start improving on sound.

The basic art design is pretty good. I think there's too much specular lighting for my taste, but I do like the idea of heavy amounts of foliage and overgrowth. With some work and polish you can make the place feel abandoned really well.


That being said... the bridge drop at the end was pretty scary. Not bad!

Thanks for the feedback, it is very useful to know what could be improved I already knew about the sound and had planned to add some reverb to the steps to make it feel like a larger place. but there wasn't enough time to improve that because I couldn't leave the game without an ending and I focused more on it being finished than being polished.