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Great all-around package! The first area is very well decorated (though I can guess you were more rushed for the second one). The shelves and other furnishings really do make a difference, compared to an empty maze.

Speaking to the Offerings is very creepy, well done there. I also love Pathways Into Darkness. :)

Movement is a bit slow but I didn’t mind that as much, as it feels suitable for underwater.

Some cabinets being decorative and others containing necessary items is potentially unintuitive; it wasn’t really a problem, but I found the unopenable ones first and then almost didn’t bother clicking the others.

Combat is trivial in any place where you can move side to side, and it would do well to have some visual feedback when you damaged something, even if it’s only a flash or blink.

Thanks for playing!

The second level I did make much more quickly than the first lol. It was originally intended to have enemies and a lot more decorations than it ended up having. I’m happy the furnishings in the first level made it feel less empty though, I intentionally started making the level a couple days before end of jam so I could add more detail.

I’m really happy with how the offerings turned out so I’m glad to hear you liked them! The talking to the dead in Pathways always struck me as a better way of doing audio logs, I just wish I had more time to implement a proper conversation system like it.

Yeah the movement is definitely getting a second look post-jam, I’m glad it wasn’t too much of a hindrance for you.

The non-interactable cabinets was definitely an oversight, I was going to add them in as an openable object but of course the model has nothing on the inside. And I elected not to remove them as the level felt more empty without them. In hindsight I should have just put another table or sink in their place. You mentioned finding the non-interactable ones first, did you not open the first locker seen next to the start of the game? I may have to make that interaction more obvious.

The combat is another big shortcoming. It was an obvious issue even during development. Especially with the AI moving onto the same tile as the player rather than the tile NEXT to the player. I decided to focus on the other areas of the game to polish up, as I figured the game would probably be better having simple combat with a strong atmosphere rather than decent combat but a boring world. Definitely something to improve on for post-jam update and next year. I’ll be looking into pain animations for enemies in the post-jam update.

Thanks again for playing and for all the feedback!