Thanks for the game,
- Kuya Sunset
Thanks for the game,
Kuya Sunset
Thanks for the game,
- Kuya Sunset
Thanks for the game,
- Kuya Sunset
Thank you for the game,
- Kuya Sunset
It'd be cool if there was a type of loot system with health, speed/ armor boosters (aka drugs), and a variety of weapons we can use/ switch to. Sorta like the systems used in The Last of Us, RE, or Dead Space in making the game more immersive and fun. Even changing the speeds of the enemies and them sprinting at us could've been a nice detail.
Overall, a dope concept and hoping this project continues strong! Really appreciated
Thanks for the game,
- Kuya Sunset
I really did enjoy the overall pacing of the game and the afterstory of what 'could've been' as a result of the experiment. The VAs did PHENOMENAL here, and the tape recorders + text intros added good flare, creating this atmosphere of seclusion and abandon. The monster reveal and animations really did do the Creepypasta justice as well.
Overall, a 10/10 for me on this game. I really had fun during my playthrough as well.
Thanks for the game,
- Kuya Sunset
Thanks for the game,
- Kuya Sunset
I honestly really liked the game and the story behind it was dope af. Reminds me of those horror stories on r/nosleep about people being blackmailed online and forced to do dark things.
I feel as if the ending wasn't the strongest execution when it came to the overall tone and atmosphere of the game. However, for Scream Jam 2023, you had one of the best game developed in the timeframe allowed. Overall, a dope game.
Thanks for the game,
-Kuya Sunset
A few notes: I feel like the volume of the music from the turn table can be adjusted to be a tad louder. Hell, it can even echo throughout the hallway and rooms to give a more dramatic and horror-inducing effect. Some of the shadows we first meet in the rooms go away a little too fast. They can linger for a couple seconds more (with some sound effects to accompany it). I like the idea of the chase scene and the almost-endless feeling hallway. I wish that we didn't see the model pause if we failed the chase scene, and we restarted the level right before the TV throw so we can have the shadow man chase us coming from out of the room. Other than that, again, very well done for your 1st game published!
- Kuya Sunset
Some text does stack up during the meat scene, too. On a good note, I did enjoy the chase sequence. The only thing I'd like is better environment accessibility. It's a little confusing since you can't run up/ down some hills and only go through the wooden path, even outside the chase sequence. Other than that, well done.
- Kuya Sunset
Well done with this one, and I just saw that there are a couple of instances/ programs I missed in my playthrough so might run it back one more time to get them. Can't wait to check out No Delivery next :)
What a wholesome and wonderful game. Being able to learn about another culture's celebration and urban legends is always good knowledge to have, especially as a horror junkie. I thought the art style and color palette was wonderful and the SFX + writing too. I feel like some scenes could have somewhat more music to tie in more pathos and evoke emotion. But overall, I enjoyed this game.
- Kuya Sunset
Props to you for creating a short and concise horror game in 2 weeks, especially at your age!
A couple things I took note of: The tension and atmosphere in the beginning was amazing, however, it did fall short during the middle and end. Also, the monster towards the end was dope on the ceiling with the chains dangling (seeing it from a distance), but up close, it was sorta meh with the animations and reveal. There are ways to work around this.
In-your-face, jumpscare horror is good, but I think for me, there's a lot to work with slow, psychological horror such as: Muted/ ambience SFX, monsters appearing from the corner of one's eye and suddenly vanishing, and a combination of various sound effects and a good OTS/ scoring (For ex. hearing whispering sounds in your ear as if someone is behind you, but when a player turns, nothing is there and no jumpscare).
Some game examples I've found fond of that do this are: Welcome to Kowloon, The Summer of '58 (a good combo of world building + jumpscares, albeit a little slow), and the Fears to Fathom series. A decent line-up for some game study/ theory.
After a few notes, I wanna end this on a good-note: You're amazing and I definitely see the talent with your game-development. A HUGE congrats for a game completed in 2-weeks, and I'm glad to cover it. Keep working hard to develop your craft (no pun intended lol).
- Kuya Sunset