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(1 edit)

I really enjoyed starting in the dark and slowly improving: very, very satisfying. I did crave working towards some sort of godmode-type payoff -- this previous submission's improvement curve might be good inspo for you on that front.

I recommend against purposefully making your game's sounds annoying. Just like you adhere to a visual aesthetic, consider adhering to a sonic aesthetic as well. (These two can mesh with each other, or deliberately subvert each other.) 

Having thought about it more, I will say the rarer a sound is, the more okay it is for that sound to be deliberately annoying.

Anyway, thanks for sharing!

This game is about RAGE and you must FEEL it. I want you to HATE vampires, and try to kill them in groups with as few noise as possible and without missing any shot. So the sounds perfectly match the design idea, as well as hardcore random: you may win in 3 minutes or spend hours without getting a single victory point.

I see. If you want the player to kill as many vampires as possible, then shouldn't the sound of successfully hitting the vampire be a very appealing sound? That's the main sound that I took issue with. Because if the sound of a successful hit is annoying, it makes the player want to do it less.

(+1)

That's the point! I want you to lose!

P.S. Frankly, I like the sounds of vampires' suffering. Also, this is a JoJo reference.