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(1 edit) (+1)

Thanks for playing and providing the feedback!

I built almost every aspect of the game to enhance the atmosphere so I’m really happy you liked it!

I wasn’t able to implement progress carrying over between scenes properly, so the sort of internal logic (which isn’t stated in-game) is that you just left the rifle on the boat when you redeployed. That’s partly why I didn’t add any enemies in the final area, besides not having enough time to place them properly and also I thought having janky enemies would ruin the atmosphere of the second zone.

Out of curiosity did you find the ammo for the rifle and just decide to save the ammo for later? Or did you not find any ammo and so were unable to use it at all?

Admittedly some of the sound I was worried would be too annoying or stupid, it’s good to hear players love it though.

I agree regarding the combat, it’s something I knew was an issue the last couple days of the jam. But I decided having janky combat with everything else being good was better than good combat in an otherwise boring game lol. It’s good the poor AI and feedback didn’t take away from the spooky enemies though!

Admittedly Bioshock didn’t play much into my inspiration for the game, but I take that as a complement! It was actually more inspired by the poster art for The Thing if anything lol.

And tbh I thought players would fine the credits to be too annoying or cheesy. I love doing them because I like having that time where the player can sit back for a moment at the end of the game. I’m happy someone else enjoyed it too!

Thanks again for playing and all the feedback!

(+1)

I did find the ammo for the rifle but I kept it for the next area, but as you described I couldn't use it.
I agree with the decision to keep the combat and other stuff junky besides don't have them. In the end it's not a big deal, just something you can upgrade later.
Thanks for the exhaustive reply!