I did finish it. I didn’t have a stopwatch when I played, but I think your game description was pretty accurate. I’d say it took me about 20 minutes to complete, give or take.
BEANMANITY
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I was immediately drawn to this game, even before reading the description. The inspiration behind it was clear, and I was excited to dive in! The atmosphere is spot-on, and the unique maneuver mechanic adds a fresh twist to the gameplay.
I do have a few criticisms. The amount of ammo required to kill the creatures was a bit frustrating. It felt like there was a bug where some monsters wouldn’t take damage when they were very close to the player. Adding some visual feedback or sound when a hit registers could help alleviate this issue. While creatures were pushed back when hit, this didn’t seem to happen consistently when they were very close to the player.
The movement buttons also caused a few misclicks since they overlap with interactable items like ammo and notes. I’m not sure if this was intentional, but it felt odd to prioritize notes over the movement buttons. Additionally, if the player was near a wall, the buttons wouldn’t be drawn on top of it, though they could still be pressed even if not visible.
I did find myself accidentally pressing the escape key to dismiss notes, which unfortunately brought me back to the main menu, forcing me to restart from the last checkpoint. This was a bit frustrating, but I managed to conquer this self-inflicted challenge. It would have been preferable if the game didn’t return to the main menu and simply paused the game.
I genuinely enjoyed this, and I hope you keep at it. Great job!
P.S. I also noticed you mentioned the volume slider. If you’re looking for a solution to implement volume sliders that behave as expected, you might find this helpful: linear_to_db.
I gave this game a thorough try, and while it has its strengths, there are some areas that could use improvement. The difference between running and walking feels minimal, there were times I wasn’t sure if running was working.
Finding the storage key and keycard proved to be quite challenging. It would have been better if these were in more consistent places within rooms, hidden behind interactable objects like a backpack, a coat, or in a book. Adding subtle glowing or reflective parts, or better contrast and color, could have helped items pop even in a darker room.
My main issue is with the timing of the creature’s hunt when it begins walking/running towards the player. There isn’t enough time for the player to find the necessary item and reach the exit, which can become more annoying than challenging after multiple attempts.
The game does have replayability and offers a solid challenge. The atmosphere is well-captured, and using a mythological figure as the creature was a brilliant idea. The jump scares were well done, and even with the sound muted, the game managed to give me chills. The minimalistic sound design, when on, kept me on edge during the creature’s hunts.
Overall, while there are areas for improvement, the game successfully captures the essence of horror and provides a genuinely creepy experience. Keep up the great work!
Thanks for the compliment! I appreciate the criticism. We had a hard time finding the right way to communicate to the player what to do. It’s one of the things we wish we could have included, unfortunately, due to lack of time, we were not able to do so. That’s why the game’s page contains hints.
We had originally intended to leave notes around the map to tell a story and guide the player, or to have some kind of map so that players could orient themselves easily. I really like your suggestions. Adding a starting text would have been useful and would have avoided having to add hints. I also like the idea of adding a clue when the player dies. These are definitely things we’ll be considering in the future. Thank you!
Thanks for the feedback and for playing!
I really love the aesthetic, atmosphere, and overall feel of the game. Great job! I did notice a couple of cosmetic issues: the draw distance caused the light from the lamps to disappear depending on how far away you were, and there were the invisible walls. Maybe adding waist-high hedges could help players understand the boundaries better while still allowing visibility over them.
I also appreciated the variety of menu options it was a nice touch. However, my only issue is with the in-game menu. The game didn’t pause when it was opened.
That said, I encourage others to give this game a try.
The game was fantastic, perfectly capturing the slasher theme. The environment, aesthetics and lighting were all very well crafted, creating an immersive setting. The story and writing were exceptionally well done, with a twist ending that I was really was not expecting.
While the dialogue and story are excellent, my only issue is the lack of control over the dialogue flow. At times, the dialogue progresses too quickly, making it difficult to finish reading what was said.
I really enjoyed playing the game. The sounds complemented it nicely, enhancing the overall experience. I loved that you included a secret ending—it had me replaying the game several times to try and uncover it. Unfortunately, I couldn’t find the happy rock. I should have known it had something to do with the weather, especially after figuring it out when the shovel appeared!
Very well done. Great job!
The eerie smile is what drew me to this game, but it crashes when trying to open the first door on both itch and Turbowarp. I like the eerie music perfectly complements the game’s chilling atmosphere. I hope the crashing issue gets resolved soon so I can fully immerse myself in the horror experience.