After leaving graveyard, puts me back into the graveyard, except there is no exit anymore and all dialogues are broken
mozaundo
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I feel like this has a lot of potential, i really like the vibes. The whole quiz thing and changing the experience based on the player's personality is something i wanted to see more of in games.
But if you continue working on this, you really need to fix the grammar and punctuation errors, it makes it hard to understand what do you mean sometimes.
For sure, don't give up though! With some polishing i really believe you got something cool in the works!
I appreciate the additional dialogues if you interact with items using your partner's vision, that's a nice touch.
Good work on the demo! The 3D environment renders look really good.
Sadly it's hard to say anything about the story, as it seems it has not really begun yet in the scope of this demo.
Would like to learn more about the story soon, love the [REDACTED] Escape vibes!
The "confusion" mechanic from getting hit by flowers is too severe of a punishment for getting shot by one of the million bullets, it prevents you from really progressing and doesn't feel like an actual challenge.
The artstyle and music make a pretty cool aesthetic though, game feels like a drug trip (in a good way)
The idea for a game is pretty cool, you were creative with picking the reticle bloom as your theme, and sound stuff helps you keep playing.
I feel the concept of "shoot more accurately when moving" fits more into some kind of a game with cool movement mechanics and fast paced gameplay. Here it feels more tiring to the hand after 5 minutes of playing though. One thing that came up in my head after shooting pots on the accident: i saw they shake and move a bit after you shoot them, it would be cool if they had less friction and slided further, so you could reposition them in free time.
But overall a solid submission!
This is a really cool game! i like the eclipse mechanic, it has big potential.
I could advice to let player choose different weapons for time of the day and to buff the melee weapons, cause they just seem to not worth the risk. Also making it so the abilities are always off cooldown when you switch, can make room for flashy plays
Pleasantly surprised by this game, there's definetly more thought put into this than expected.
Really like the concept man, different parts can quite change the gameplay.
But the main problem was the enemies that aren't really fun to combat with, they deal serious damage and the only thing you can do is wait for them to turn. This makes "broken" weapons more of a hassle than a challenge.
Good luck on your future games, i think with more tuning and time you can create something really cool
It took me some time to understand, but once i did i found that this game's mechanic is very cool!
I think it has a lot of potential with drinking blood and spitting it out into the enemies. I would've loved to see it in future's project more expanded and developed!
Also the world gen is cool (though sometimes it traps me within walls)