you got games on your phone?
Khirek
Recent community posts
I would suggest reducing the saturation of the skybox cuz it looks really unnatural when every object further away than 20 meters appears white/grey-ish and the sky is still colorful. Also you should rely more on the "show, don't tell" principle cuz quite some times I felt like the character said some really obvious things like "was that a sound above me?" where it'd be better to not have any dialogue and maybe just increase the volume of the sound so you're 100% certain the player notices it too. Mechanically the game works flawlessly and it looks clean too, it just wasn't too atmospheric to me personally. Still, I hope you continue to make games!
I already posted my thoughts on this game so this is more just a small question to the dev since I don't thing there is a direct messaging system on this website yet?:
It amazes me how you're a junior high student and managed to create a game like this as it both looks and plays itself incredibly clean, so mad respect. May I know which program you used and how much time of experience you have? I'd love to start working on one or two of my own game ideas but I don't know if it's worth to start just now since I won't have the time to continue in a few months
edit: well yeah looks like all i had to do was to click on "more information" lol. But still, I'd be interested to know for how long you've been doing this
spoiler:
some well meant criticism: Due to the game being very linear and hard-scripted where in every major event or jump-scare the player can't move or look around, I expected very early on that there would be no threat in the entire game you actively have to run away from. That's why even in the butcher house I as a player felt very safe because I knew that I'm not responsable for what happens and I can't really fail. So maybe remove a few cutscenes and trust that the player will experience them without the game's help. Also (super minor criticism) the fact that you run faster diagonally further takes away from the horror because it's an unmeant mechanic that allows you to move quicker than you're supposed to which further eliminates any fear of being caught.
Other than that I really liked the game! It had some humor to it and the characters were really likable and didn't just feel like tools to help you progress. The audio created an unnerving atmosphere despite my mentioned criticism. Also the fact that you face towards the door during the shower scene is great, it plays with the player's anticipation.
The game is really likable and I can tell that a lot of love went into making it. Also R.I.P RUUBEENN YOU DIDN'T DESERVE THAT D:
I really love this idea! I have it open pretty much whenever I am working on a text or playing games that don't require too much focus. The community is just goofy and positive and it's wholesome reading messages like "Greatings from (xyz)! you matter, don't give up! also watermelon slaps lol" now and then.
I think there definitely are/is, whenever you collect a symbol, the corresponding buttons on the doors light up and the scythes and the sphere are both on the elevator door and the individual levels. Also I've read a not from the dev that you can actually toy around with the levers in the parking lot area. I think the 3rd ending is just a bit harder and more secret but I believe it exists. Also you can peek through the door next to the counter at the main entrance area
edit: i found the secrets in each level now and managed to enter the church now, still no different ending :(