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(+2)

Hi, thank you so much for trying out my game <333 

I actually wanted to add some kind of obscure presence if you walked too far from the main spotlight, in order to make the overall atmosphere much more creepier, and make the short walks from one light to another feel way more intense and scary. Unfortunately I didn't have enough time (kinda sad) :P. I'm planning on developing it further in the future, so it will be a feature at all costs. For the dots, yeah, I wanted to give some dialogues a very slow pace, and I originally planned to code a dialogue system that could handle the text speed, but again, I really didn't have much time and had to find a workaround using too many dots. This is another thing that I will fix in the future for sure, among with adding some more audio clues to the text itself. 

I'm glad you enjoyed the fact that I didn't use an actual jumpscare, I think jumpscares are really good at releasing a lot of previously built tension, but I don't like to abuse them (FNAF in a nutshell), so I went for an atmosphere based horror.

Again, I'm really happy you enjoyed it and gave me some constructive feedback, I love when someone shares their ideas and thoughts. Thank you so much and good luck with the jam! Cheers <3333

(+1)

oooh ok i understand what you wanted to do for the dots, in the future, if you dont want to rework your text tool, something you could do is:

choosing a specific “blank” character (like a #), and (assuming you’re using TextMeshPro) you should be able to change every instance of that character to make it have a black color (or opacity 0) pretty easily

{for example i think you could just get the text string, use .Replace(“#”, “<color=black>#</color>”)}

so yeah if you expand on it in the future ill be sure to see what it evolves into :)

again, well played <3

(+1)

Thank you so much for the advise, I will keep this trick in mind <333333