Thanks for mentioning!
Yeah, looks like one of my last-minute QoL changes actually broke the game, so... that's unfortunate, haha. Thanks for stopping by, though, and good luck to your game in the jam! :)
FuzzyTDT
Creator of
Recent community posts
Was it a specific antivirus that flagged it, or was it Windows Defender saying that the program was untrusted? The latter often happens with unsigned Unity builds.
Also, ran the Win 64-bit build through VirusTotal and none of the antivirus vendors came back detecting anything: https://www.virustotal.com/gui/file/f6c5798cddf417dc2d6a6f382b1a207c080b535ab760...
Fantastic atmosphere. Solid gameplay loop that added to the effect and made it a better experience than a walking sim with horror elements. You can tell a lot of passion went into making this!
My only complaint is that I wish the game made more attempts to actively scare the player. The atmosphere built tension and made exploring the maze-like map a game of wondering when the tension would break. Would've been cool to break it with some scare events.
Still, 10/10 atmospheric experience, and I would absolutely play a story game that felt like this. :)
The premise of the game was good, and the jumpscares at the beginning were well placed. After a while, though, I kinda realized that it was only jumpscares... and that desensitized me to those jumpscares some.
Would've liked to see more things that make the player feel uneasy or cause tension to build up. Maybe some unexpected or confusing sounds or sights. Building tension makes the jumpscares so much more effective. :)
Using the floaty jump to bounce through the levels was fun, haha. The music was great and the level backgrounds were pretty nice! The collisions on pickups seemed a bit finnicky, and I did notice that you can stand on coins instead of collecting them. All in all, a cool platformer that was easy to get into. Thanks for sharing the game! :)
Really fun experience and great production quality!
I did feel like it was too easy to kite him at a lot of the main parts, so I enjoyed the situations where the player was trapped a lot more. Also, Mike recovers from the action sequence really quickly, which can lead to some repetition if you're right by a door and trying to get past him to get through it.
Also, I had to play the game on Low quality because the lag was intense at some parts. Even on Low, some areas would be 40-50 FPS tops, and turning the camera at all would lead to some rough blurring and lagging. I have a RTX 2070 Super and 32GB RAM, so guessing the game needs some optimization.
Despite those things, was a good thrilling game and enjoyed, thanks! :)
Ambience was good and the new mechanic with the lantern was cool! Should be a fun game to check out in full soon. :)
The main character definitely needs a sprint (even a limited one) or a faster walking speed, though. Went from immersed to somewhat frustrated after getting to the locked front door and realizing that it would take me 50 years of walking slowly to get to whatever the next objective was, haha.
Game has good personality and I like the premise. Objectives and pacing felt good, too.
My only complaints are with the intro cutscene. The bell is annoyingly louder than the rest of the game. Also, you have to rewatch it every time you die with no option to skip it.
As a bit of feedback, I did notice that the antagonist doesn't aggro you if your flashlight is off. It should probably still aggro if you're within a couple meters of it regardless. I was able to complete the Library maze while frequently standing in front of or near him because my flashlight was off, which kinda took away from the experience.
Had fun playing this one, thanks for making! :)
Enjoyed the story progression in this one. Might be good to have the screen shaking loud noise change the layout of the area it's triggered in so it has some purpose; e.g., the garage having boxes thrown around. Some of the sounds felt like they had no purpose, too, and might've benefitted from having something visual to focus on -- like a creepy picture, or a shadow figure that moves away and disappears or something. Had fun playing this though. :)
Just grabbed the core set and tried it out today with my son! Love the mechanics of the game from what we've seen from that set. We did change up our game rules a bit after the first few matches to maybe tailor it better to 2 player games:
1. We cut the draw pile to 3/4 of the anomalies, both scenarios, and half the characters -- chosen at random from the card pool. Otherwise, 2 player games last a long time and the deck out endgame condition almost never happens. Those numbers changed from a lighter stack, and we found that this amount makes 2 player games last the perfect length of time... Not too short, and well-paced with the civilian pile. Oh, and civilian pile was unchanged.
2. Uncontained anomalies stack horizontally (in the order they're added) in the Uncontained zone and only the last/top anomaly's effects can occur, but you can Contain any anomalies in the zone normally. This added some strategy to when you'd leave anomalies Uncontained, and also seemed to cut down on some of the wild Uncontained zone combos that could just shut another player down. Also made turns go faster because you only needed to check the top Uncontained for effects.
3. We initially banned The Hanged King's Tragedy and Hard-to-Destroy Reptile after they each killed a player 2-3 turns into a game. It was too easy to combo them with your own civilian loss or civilian stealing cards to effectively take 2+ civilians from the other player every turn, which effectively left them drawing 2 civilians (for draw + action) and losing them right back until they inevitably lost the game. We tried out a higher starting civilian count and max civilian count (from 5 / 9 to 7 / 11) and upping the number of Public cards drawn during the Action step from 1 to 2, and that definitely helped a lot. Actually had an active combo where a player was losing 2 civilians per turn and was able to draw out of it because of this.
3a. We're revisiting banning Hard-To-Destroy Reptile after it sank another game unexpectedly. Also considering a possible errata to the card along the lines of: "This anomaly cannot be Contained by paying the normal civilian cost. ( > ) If Uncontained, Discard 1 civilian. You may discard an additional civilian and a character card from your hand to Contain this anomaly. ( / ) When neutralized, return this to the Draw pile." This errata seeks to preserve the hot potato nature of the card while making it less likely to just abruptly destroy a player, and keeps neutralizing from sticking a player with a permanently uncontained card if they ran out of character cards.
(Edited my comment based on another play session the day after.)
(Edited again based on a few more play sessions later in the week.)
We loved playing the game, though! Definitely looking forward to getting some more matches in and trying out some expansion cards. :)