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hornygames

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A member registered Nov 30, 2021 · View creator page →

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This game is simple point&click with no design of new systems or a variety of unique mechanics, so it's very hard for the developer to break something, and for me as a player to give useful feedback on gameplay. But I will try to describe my feelings within those game components that are features of the game.

Presentation and design are high quality, but only concerning the page on itch.io and in-game video. Red filter or any other radical post-processing is a very bad solution for long-term gameplay. It is very quickly boring and unpleasant to eyes. Because of the filter, objects on level cannot be recognized, only the cursor indicator helps, thanks to which I understand what I can interact with. I suggest you to choose another style. For example look how telltale made it for their Batman Shadows Edition.

The game gives hints, it's nice. Unfortunately, at the moment with a monster in store, even the hint did not help me, I did not understand the level and the objects located on it.

I can praise the sound and animation quality, they are at a decent level. Seems like font is taken from local source, mine is a simple serif not the one on screenshots. Anyway, this one is red too so had hard time reading this.

I'd have made cutscene more story rich or tell the whole thing directly in-game. When I got to the first level I was not prepared - I did not have any goal and basic understanding of the game's lore.

I liked the idea with the dust storms and the windmill. It fits the horror theme well, but I don't think it fits the isolation theme. 

I learned more about the lore from the description than from the game itself. Because there is no narrative in the game, the player has to perform random actions that have little basis in the story. As long as I understand what's going on and have a strong goal, I won't close the game.

The hero gets tired of doing nothing for only 1 min. Think of other reasons to direct the player to a specific place or to do a specific action. For example, the phrase "I'm scared, I want to go back to the bunker" would eliminate this ridiculous situation.

Level design should make an intuitive walkthrough. It is very easy to get lost in the fog and not very interesting to walk knowing that almost all the space is occupied by emptiness. In such places you need some landmarks, such as connected flags, a row of bushes or footprints of the main character showing the way from the bunker to the windmill and back.

Readability always comes first for the font. I couldn't read the note. Sacrifice style and make the font standard if you're not sure if the player can read your text. I'm not saying about overall 3d style here since it's a jam game and getting correct 3d models could be really tough task.

Still think the concept is nice and you can make more of it. Good luck.

The first thing that catches your eye is the lack of a specific direction for the game. Judging by the poster and menu it's a horror game, but when you turn on the game it feels fantasy and mystical. I think sticking with just one direction will help build a stronger foundation for your game. When I was trying to accomplish a game objective, I didn't understand what I needed to do or why I was doing it. Try to create a specific goal for the story and gameplay and build off of that, it will help make the narrative more consistent and strong. I also recommend not creating large open spaces without hints, it's easy to get lost in them and lose intuitiveness. The latter is very important, if the player doesn't understand his goal and where he needs to go - you are unlikely to be able to keep him for long.

Очень приятная игра. Можно было развить механику сделав атаку на зажатие лкм, т.е разделить ее на короткую и длинную, возможно над скиллами подумать. Немного укачивает от движения демонов, но остальные аспекты игры впечатлили. Оцениваю высоко в итоге