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(+1)

That was an interesting game, for sure! One thing I really liked was your use of the 2D shadows to hide monsters behind the barrels and crates, the zombies in the final level coming from behind the darkness as you came close with your lantern was pretty cool to witness! Which, by the way, I think you did a good job with the atmosphere as well, the way the game moved at slow pace and you had to fix/clean the floor while you kept hearing the wood cracking or what sounded a lot like steps, pretty spooky! You also managed to make quite a bit of content for a game jam game, keep it up!

My main critiques would be: that I felt like the animation needs some work, the blob has one frame to indicate it's about to attack but it really doesn't look like a wind up. It took me a while to understand how its attack worked, but once I did I just didn't got hit anymore. Also, was there any reason to turn off the lantern? As it is I don't see why it needs to have a button to turn it on/off, just leave it on. Lastly, I also felt like there was too much to clean up in most levels, it just made them drag on a bit too much. I liked how in the first level the lamps would just break as you approach them, fixing these made more sense and helped create atmosphere but most of the time I felt like that mechanic wasn't the peak of the gameplay loop.

But yeah, I think this game is above average. Thanks for making it, and good luck!

(+1)

Thank you very much for your review! Yeah, definitely the animations need to be completed. Actually, there is no animation at all XD. They are all just static frames. Some managed through animator, and some by a programmed control. Animations were going to take some time, and I decided to do just enough to feel the movement. The corpse was a special case where I just animated 4 frames (but didn't programmed attack frame, lol). 

The idea of the lamp was to have it use fuel, which I really wanted to add, so you could rely on other light sources like the candles and light bulbs. But well, due to time constraints, I was not able to program any of that, since it was going to need a fuel source (like Amnesia: Dark Descent) from where you could get more oil for the lamp. For the official release, I want to give real purpose to the lamp so it does not feel like you can just have it turned on forever.

As for the fixing stuff, I definitely want to make it more fun and interactive. Maybe integrate puzzles, use resources, etc. Make it feel like you are learning how repairs work, and make you feel like an experienced shipkeeper in later levels.

Ah! So much to do, but that's the fun part. Thank you very much for playing! <3