Ok gotcha. Wasn't sure if I was missing something.
Lokitrixter
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Game was nice. Unsure of the movement system. It didn't seem to be a necessity to walk around. If you were able to freely move the camera, you could move around corners and such. Also seemingly need to be close to items to interact, which is fine, but if I have 2 actions why isn't one move closer and the other pick up? Is a weapon the only chance for attacking? Found myself surrounded by cultist, and while in a power suit, I would have imagined I could at least punch a dude. But it was fun, and the random looping scenes were nice.
Very fun game. Did take a bit to realize I was out of ammo. UI could use a bit of scaling. Maybe a different sound if firing when out of bolts. Was pretty focused on the enemies on the floor that the ones at the top were not readily noticed. Not sure how hard it would be to implement an indicator of which direction you are hit from. This would probably help with noticing enemies. Very fun though.
Interesting runner style game. Definitely need to mute to play. Is the flying guy intended to be caught? tried a few times, and kept hitting something to jump over. Did feel mostly smooth, but when I tried jumping over the first obstacle it did feel like I clipped into it a bit. Pretty well done otherwise. Definitely would need good backing soundtrack to play
Interesting game. Is just looking at the enemies the correct method? Generally made it to the second wave, but would die pretty easily there. It seems the player has their own health but is not indicated anywhere what that would be. Might be helpful to show that information, since it can impact gameplay. Is there a way to intensify the beam to hit more than one enemy?
Some of the things you have listed do not actually affect the door. BUT you did get most of them correct. There are some things that are red herrings and don't have an impact, but due to the random nature, you could have something SEEM to be a tell but in fact was just RNG.
Glad you like it. The cues were definitely meant to be learned along the way. Thanks for taking the time to play and review. Much appreciated.
Played a bit, felt a bit slow with a 10 second timer. Could have been better implemented with a turn for turn combat. If more characters were active at once, I could understand having a timing system, but this felt unnecessarily slow. Overall pretty nice game, some sort of health indicator for the enemy would be nice to have. Player starts with a lot of different skills, so nice to just hop in, but should know how much MP each uses. Just a few minor tweaks and this could be a bit better. All in all pretty nicely done.
There was the initial idea of selecting a character. I was working on getting the masks working but they kind of messed with the animations. Would've been a bit more time to get that worked out, so ultimately a single character was implemented.
Your chance of "survival" is tied to how well you can remember the tenants names and what differences may have caused a death scene. There are tells to when a door is safe to knock on, combined with who the tenant is.
Another concept idea was to have doors that looked like iconic doors in media. Ultimately that was changed to random color to keep with the Synty assets.
Interesting concept. Only real complaint is needing to be so precise with the sausage rolls. I was under the impression that tossing a roll would cause the goblin to go after said roll. As others said, if a direct hit is the desired result, a slower enemy to get the aiming and hitting right would be necessary.
Thanks. It's intended to be a learn by the burn type of game. If you know your horror movies, video game villains, and serial killers, you can figure out a lot of the negative names. The rest is learning to read what happened and what is different about the door. Once you know what to look for, it gets easier.
A friend of mine also capped out at 3.
Initially the reaper was meant to be a hard enemy. But changed it to just be a wandering enemy to escape. With more time I would have made it follow the player if detected.
The log should show things like level up and XP gained. If it's missing then that's just an oversight as it was all in place to show. If you mean like a sound or pop up, it was intended. Some things got dropped/missed as deadline approached.
I intend to continue developing and improving. I also made a colorized version. Thinking of merging the two as like a swing to switch between the themes.
The house was nice to explore. I will say that not having the mouse lock to the window made navigation a pain sometimes.
There were some gaps in the walls, assuming they were intentional. Something I would point out to look out for was overlapping the walls and having a flickering effect between the two meshes. Not a major thing, but something that stuck out. Collisions with walls felt a bit weird, not sure how to explain it. I was able to go through the hole in the wall on the bottom floor, assuming that was by design.
I liked the random appearing figure. Made the place feel haunted and a nice little shock the first time it appeared.
If you are going to make clickable buttons, lock the camera. It felt awkward turning away from the guy talking to click the button to move dialogue forward. Same with the menu button. I would recommend maybe using a button press to bring up the menu options.
All in all, a fun little walking sim. Went back just to look around a bit more at the house since I was caught off guard by the guy the first time around.
Interesting concept. I will say I did have a few runs where no enemies would spawn and was forced to restart.
Looks - Very nice level design. When I didn't have any enemies I was able to explore and look around. The different areas and such were nice. Lighting was nice.
Sounds - Good sound effects.
Camera - Not a fan of the motion blur and movement.
Controls - Felt slow to attack. Spamming mouse button and then moving I would be attacking a good 3-5 seconds after I stopped clicking.
Feel - Character felt weak. Not sure if that was intentional. Easily swarmed by enemies.
Movement - Would like an option to walk backwards and still face the enemy. Made me unable to attack while backing away and kiting the enemy.
Still very fun to play, just not for long periods as the camera motion was not it for me.
Yeah I believe something with the spawner is borked, but I've been unable to get a consistent result from it. Sometimes the limited works and others it doesn't. Can you elaborate on what happened when you got stuck? What action did you take or was it just from moving around. I'll look into that tonight though.