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figgles

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A member registered Jun 06, 2021

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(2 edits)

None of these are full horror games, but some have some horror-like elements.  I'll update this post as I remember more.  These games should mostly be pretty good though, even if they aren't horror.

Majora's Mask has some of those elements, if you haven't played that.  The recent Prey reboot has some aspects of that, but it is sci-fi.  There's also a game based on Kafka's Metamorphosis, no idea if it is good though.

Momodora: Reverie Under the Moonlight has a point where that happens, but again, not strictly horror.

Bloodborne has the "curse of the beast" as a massive part of it's plot, where people turn into monsters.  Not a full-on horror game, but has a horror-like atmosphere.  Hard game but one of the best games of all time in my opinion .

Final Fantasy XIII heavily features a magic transformation element, but is not a horror game at all, and is not considered to be an especially good game, but some like it.

Fantastic 3d modeling.  The art style is just right for this type of game.  Each object has enough details to be easy to parse, but also has enough stylization to give the game a distinct look and "personality".  So far I like the helix bee best, it has a simple but interesting design.

I did about 2-3 runs of the demo, all as Bob.  

Balance seemed good enough for now, but some cards definitely felt better than others.  Any card that caused a permanent stat change seemed like a much better choice than ones that cause a temporary change.  Post battle, it almost always felt necessary to pick the heal over the other options.  Maybe a few cards that provide some kind of healing can help with that?  Money is spent too fast and picking a random card felt too risky, as you may get ones you don't need.

The different factions didn't really feel all that different.  Possibly because I didn't see many of the higher rarity cards, but the lack of faction-only mechanics and lack of visual marking made the various factions blend together.  The faction skills didn't seem to be too useful due to the fact that several of them rely on random chance, and the interface for using them was not very clear. 

The game's various UI elements seemed a bit too small on my screen (13", 1280x720 I believe) which made it difficult to read information on the cards, even on mouse over.  The interface also felt like it could use more information, something that would be helped by having tooltips.  The non-placeholder graphics looked nice, and I can see a unique and pleasing art style developing so far.  A particularly nice touch is when all the card interactions are shown at the end of your turn, and a "slow" option for it would be really nice.

The biggest issues so far are the lack of goal overall (although I'm guessing this is just due to the fact that it is just an alpha, but more importantly I think the game would benefit from letting the player have more interaction in the battles.  Being able to swap 2 cards is a good start but I personally think both characters should have at least 1 player chosen way to alter the board each turn, on top of their ability.  This may not be the type of game that focuses on mid-battle strategy though, in which case it probably is fine as-is.

The game overall is coming along really well.  Despite my nitpicking I actually liked the game and I think that with more work it would make for a very addicting and fun game.  I can see myself paying $15 for this once it is finished and polished up.  I'm definitely interested in what this game is going, keep us updated on how it progresses!

This sounds really cool.  Your 3d models look very nice, keep up the good work!

Neat little game.  It has a ton of polish and definitely feels like there was a lot of care put into it.  The little animations for screen transitions and the way the buildings pop up at the end of a puzzle really add charm.  As for the gameplay, it feels like a solid game of picross.  

The one issue with the concept is that without the squares forming a larger image it creates less of a payoff as the puzzle gets filled in.  In standard picross the reward for completing a level is seeing the completed picture, but here it is substituted with seeing the puzzle turn into a small diorama.  It is a solid replacement but it has a bit of a disconnect between what the puzzle was compared to the final result.  I would say that maybe as you solve puzzles the combined town has some sort of growth.  Something like completing a puzzle that turns into a forest causes trees to grow throughout the town would help here, but even something small like a population counter that goes up with each puzzle would work.  As it is now the concept definitely works but the town theme feels a bit surface level.  One last nitpick: there was a bit of a difficulty spike at the last puzzle for part 1.

However, for a prototype this is very good, and feels like a finished game.  The overall experience is enjoyable and small touches like the dividing lines every 5 squares help make the game smooth to play.  I think you almost executed the concept perfectly, just a few small tweaks here and there will really get the core of the game where it needs to be.  Finally, the graphics look very nice and clean.  The whole game has a cohesive art style and a strong identity.  

You did a great job for a first major project, and it definitely seems like you are close to being done.  If you need more feedback as you continue completing the game let me know and I'd be glad to help.