The speed increase is fun.
cheesemcpuff
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I don't know how I feel about this, sometimes I would enter a room and instantly hit a ghost, sometimes I'd instantly hit a door. The fact you don't die but go back to the previous level is a good loop for this system, but I felt that being unable to control the outcome of entering the new room left everything up to chance.
Really enjoyed the art, sound design, voice acting and overall game play. I agree with what everyone else is saying, I stopped playing after getting reset at the kitchen 3 times, having to solve all the puzzles each play through got repetitive. I did notice some audio bugs around the kitchen though, 'I can't let them get me' kept looping.
It started off really interesting with the back story, there was 0 sound for me and I am not sure if that was intended but it was pulling away from the overall feel.
I gave up after feeding the creature 12 times and training it 4 times, nothing had changed and the actions were too repetitive to enjoy with 0 result.
Hey, thanks for the feedback, I agree, the ghost speed should be tweaked, there isn't a lot of time to react at the minute.
The light was originally directional, it would point up, down, left and right and you could scan an area of 90° in front of you.
The idea was the light would stop them, and if you concentrated the beam it would stun them.
Unfortunately, I was having some issues with the players rotation relevant to the torch rotation. I really want to go back to the original concept but I'll have to get around that little hiccup.
So the visuals and audio were really good, I enjoyed that. My original feedback based off level 1 and 2 was going to highlight that they were too long and not very engaging and then I got to level 3... I instantly knew what it was and the throwback entertained me immensely, a little disappointed you changed the ending. Overall if you took the positives from my first point, you have a really solid horror theme to work with.
Also the head bobbing gave strong goofy vibes:
So the visuals and audio were really good, I enjoyed that. My original feedback based off level 1 and 2 was going to highlight that they were too long and not very engaging and then I got to level 3... I instantly knew what it was and the throwback entertained me immensely, a little disappointed you changed the ending. Overall if you took the positives from my first point, you have a really solid horror theme to work with.
Also the head bobbing gave strong goofy vibes:
So I gave up after collecting 3 pages, the level design reminded me of the windows 98 screensaver but the fact every room and corridor looked the same prevented me from feeling any sense of progress. The sound design and overall theme was good and I liked that the sound changed the closer the monster got.
I didn't get much time to play as I kept getting stuck, both puzzles didn't seem to have an exit function so I was locked into them until I figured it out. Had to cheat to exit the bathroom, that seemed very unclear to me. The spinning lock kept resetting on left click and did nothing when I pressed E, that was where I gave up. Also, mouse sensitivity was wayyy too high for me.
Otherwise, the theme and sounds were very horror and enjoyable, I feel the ambient sounds were a little overplayed but that's an easy change. I saw the monster once and it did catch me off guard so that was good. The cornered level design and poor lighting really makes you question what's next, spooky.
Thanks for the feedback!
When holding an item it doesn't do anything, but they do have a purpose.
I agree with you though about the lack of clarity, we were aiming to leave it up to the player to figure out how to finish the game with minimal hints. Unfortunately, we didn't reach that minimum before the due date. If we finish the game, we will make sure to add that clarity.
Got to the end, overall I liked the simple art style as it was consistent throughout, the lighting was definitely the bit I liked most, overall good theme. Jump scares were also good.
Downsides:
- Took me a while to realise you keep looping to progress, it also got a little stale over time.
- The inspection was interesting, I felt the charge time was a little long.
- The stairs go down symbol would bug out sometimes and spam.
- At one point the door kept squeaking and the audio was overlapping, this seemed like it was unintentional.
I couldn't stop laughing at the ghost Wahaha - 10/10 voice acting.
Genuinely enjoyed this and it's one of the few games I'd actually pay to play if a lot more levels were added and possibly some story behind it. On top of that I have never made a 3D game so I was extremely impressed by this. The main enjoyment behind this was that I wasn't finishing this so I could write a proper review but instead finishing this because I wanted to.
Issues: Crouching causes weird camera angles, I got launched by the giant box and I am now stuck in the map, anyone out there? can I be saved? *cries*
I enjoyed the overall look and sound of the game and spent about 10 minutes trying to improve but personally couldn't quite grasp the teleport like movement, I'd keep overshooting and colliding with an enemy.
My only issue was that you had to repeat the same process multiple times to collect the flower, would have preferred a little bit of randomness with the flower spawns but otherwise solid game.
Simple enough game, felt like I was in an arcade. Ran well and easy to understand so well done.
Found that if I avoided the blocks and threw away the explosives that the robot would automatically build me a stairway. Unsure if this was intentional but I feel it takes away from the concept of juggling both explosives and blocks.
Controls were easy to understand and I enjoyed the base game play, dodge and shoot, only managed a score of 765 with around a minute left on the timer. The music and sfx fit the game. Enjoyed it overall.
So it took me a while to figure out shooting too much killed me lmao, alongside that I never figured out what the blue bar was for nor what spacebar did, was it to cooldown your weapon? Alongside this moving to the opposite side of the screen was a little jarring, not sure if it's just a case of 'mad cus bad' though. My final comment would be could the ammo types have a description? maybe a on mouse hover kind of thing, other than health I wasn't sure what my buffs were.
Edit: Figured out blue bar is movement, figured out you get both a buff/debuf when you press space depending on what bar you filled, also would have loved to have the bullets to move screens like the player can, could have done some cool skill shots
In it's current state you need to drag your mouse off screen to gain full control of the petal, gonna lock the mouse to the screen in the future so you should have more fluid movement when it comes to the petal. The dragon taking over the screen is an intended mechanic to push you to move faster. I am also looking at moving some branches around to make it a small bit easier to move around.
Thank you for the review!