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MrStinger

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A member registered 58 days ago

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(Text to speech is a form of AI. Again I am not against it since it's not generative AI so it's cool. And I feel like you are doing a lot to dodge the critisism. And also people put "demo" in the title because the full game isn't out. "Eventually" means it's not tommorow or today so like again you made the entire page seem like this game is way way way bigger and more complex than it is. Second of all no idea what engine you are making this game in but seriously it can't be that hard to add a UI script with a public variable to control the volume function that should should be integrated in the game engine.

Also for the love of god I really really hope when you say "my first attempt at creating a videogame" means first public attempt. Cause if the way you are starting gamedev is by making a full game publicly. Moving on I feel like a single person making their first attempt on making a video game is a excuse you can only use if the game has a base level of quality. I don't think the game has enough material for you to use that excuse. Again I don't want to compare you to other devs, Just saying bad response to criticism. And with the "small story" you wrote in the page. Seriously of course lots of demo's put content in the description that isn't part of the game. But your base game is no where near close with what you are conveying through the images and description. Again the base level you need to reach for a game. And finally "If there's something wrong, definitely it shouldn't be from my part". 

Seriously did you say "my audio work could be a bit better"?. You might have a broken sound system or a headset if you think it's a little bit.

Listen people who leave reviews in itch io or in youtube reviews in general are really really nice but I am gonna be brutally honest. Your game just not  good and rather than taking the criticism  (added with the fact that this is your first attempt at a public game) you are just dodging it. You might as well also tell the player to "open visual studio and rewrite the entire game" if they don't like it.  Again I am not telling you to delete the game or stop making games. But just realize your game is in all honesty a 4/10. That might be harsh to hear but if you don't accept that your game is bad then you are gonna be stuck in the group of the the greater itch io slop content genre

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Wanted to make a video on it but the game is confusing and just not polished in so many sections. The game nor the description of this page talks about finding the "entity" which means finding a random orb? Also like you guys don't give a timer for when the dad gets angry other than after he says like 3 lines which you forget to focus on due to the trying to collect the orb and also collect the item. Also why are you randomly hit with slow speed due to your sanity meter(I think) which causes you to lose at the 2nd/3rd time. Unless you are lucky enough to get the hammer first so you aren't affect by the super slow speed for the items at least. Then you realize you have to go half the map to collect the orbs and stuff. But the final thing is when you die you have to literally restart from the beginning and listen to all the ear damaging dialogue (I think the peak should be lower so maybe use a compressor? on audacity). Like I am not against the AI voice and also the music is cool too but like it's too loud and the game doesn't give me a setting to turn it down? Next is the jump scares when you touch the orbs. Like listen before i give my critique on the jump scares as a whole, I don't think they are meant to literally damage your ears. Like yes loud= more scary sometimes. But too loud + high frequency = actual ear damage. Second off it isn't scary after the first time you touch the entity because it's the same noise just different sprite. Like yes I got shook by the loud noise but that's just cause it was literally hurting my ears. I have tried 3-4 times and 15-20 minutes but I just can't get past the first part. I don't like leaving games unfinished but this one might actually be unbeatable without relying on luck.


Edit: You should add demo to the title. Your page literally says "

There are many ways this night could end."

Very Very interesting art style added with the environmental design that makes me feel like I am gonna get crushed by the walls around me but at the same time it feels like the walls are decaying and bending like a cancer or a infection slowly destroying the body. At the same time it feels like a fever dream. To be honest it's hard to review this game fully from just the first part so I'll write my full review after the final part of this series

Second Part

If

Even though this game is in a weird middle of demo and prototype, I'll still give it a review since it's so well made in a lot of sections even if it's inaccurate or incomplete in some other sections. Hm ran into a few bugs where the attack function stopped working. Not sure what caused it either. Also it doesn't exactly make sense to have a health bar if I am just gonna get 1 shot by most things. It was cool that there was so many animations for when I die, like when you get attacked while operating the vehicle. But it is also odd and makes it very confusing to write a review as certain part of the demo are like fully fletched and fully polished ready to be shipped for the full game and certain part of the demo are prototypes or unfinished. Of course this isn't a problem exactly but it feels odd. Anyway moving on from that I'll skip over the reactor room since it feels like a placeholder. While I am talking about this I might as well talk about the models. Most of the models and textures are pretty high quality in my opinion but certain models like surfaces of the pipes or the walls just doesn't match with the environment( also comparing  the boxes with the floor then the walls as a example)Might be a me thing though but it just feels off. Again could be just a disparity between placeholder texture and polished texture. While I am on it the lighting in this game is so good but at the same time it looks very flat in certain rooms or like unrealistic? For example let's compare lighting in 25:09 in the video to 35:34. Feels like a completely different game. Anyway next is the "SCP". I think the room design is pretty good. Looks like a testing room(ignoring the vent as said in review of last part) it is good except there is nothing that resembles SCP which I am gonna talk about next. Nothing in this game feels "SCP". I won't deny the creatures might be SCP and such but this game from the notes to the walls to the equipment. This to me feels like a research/testing lab that is in no way related to the SCP universe. At least I felt 0 connection while playing this demo from start to finish. So calling this game "SCP": Broken God is very misleading.  The best you can call this is "SCP like" . Back to the little alien things, I do think it was a big miss to not have any document about it. Putting so much effort to create the model, animation, rig, AI only for it to be empty cause there is no information presented to the player. It is so close to perfection but it missing the lore behind it. Which again I understand it's not finished but writing a document couldn't have been as hard as coding the entity behavior.  Moving on the pipe area and the puzzle to get a a wrench and wheels around the hallways way was pretty good. Same with the water area or whatever it represents since I can't speak that language that is written on the wall and save with the camera room. I can't think of any complaints for at least this sections of the demo. Very polished and properly paced. 

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(Reached Itch.io limit) 

(While writing this it would be pretty funny if the room through the flamethrower room leads to the room with cells because it says "cells" on the entrance only for it to have a open vent but I'm not sure about that. The walls are floors/celling's are reinforced to the core with metal but the doors.

Final things to add is the map is very very useless. Not only for the reason that the demo is linear so you can in fact never get lost. And the second reason is you can't move the map or zoom in or zoom out making it completely useless since you are more likely to figure out the general area by just moving in a random direction.  Also even though I figured out how to access the ammo inventory, I feel like that should be reworked because it's very easy to miss and the game never tells you. Maybe a regular slot inventory or maybe a slider but you can sort through tools,ammo,etc using buttons. That's about it for part 1. (Note: Just realized it's a prototype, not sure why call it a "demo" and make a entire trailer on it . Seriously this is fully polished and voice acted so like I'm surprised it's a protype. I thought this game was gonna release in a few months or something lol.  Probably makes this entire review pretty pointless but I'll post it just in case it helps since i spent like 30 minutes writing this) 

I'll be giving my opinion and review on each part of the gameplay and a final review (probably) on the final part. With this first one I gotta say the demo is pretty polished and well made. The voice acting and the sound design specially. Would be cool to see if the main character responded to things happening in the environment. Other than the ambient noise is very spooky and ngl I wouldn't even call it ambient cause half the time it sounds like it's happening on the other side of the hallway. The scream when that guy was running out of that room was very terrifying too. I got spooked by that even while editing. Now I'll talk about things that could've been done better and just other suggestions. The fact that you added physics in this game means you gotta now commit to it. Imagine a half baked physics engine.  Second is making sure hitting water containers with a axe doesn't produce stone. I mean I am probably the only person to complain about this but it's just a suggestion. Second storytelling is a bit lacking in certain areas. Why is their a giant room with flamethrowers that that is just there behind a regular door

This also brings another topic of how this game feels nothing related to a "SCP" universe in any way but I'll talk about that in-depth on the next part. Next question is how is it that we are working in the 'SCP Foundation' and we are carrying with us a low quality pistol and regular vest. I mean we look like some night guard for some  high school. I mean you can point that we are tasked with like guarding the outer parameters of the foundations like in the surface but we are the one that is tasked with overseeing a maintenance checkup? Also again I am not a mechanic but why is the guy in the beginning wearing constructions clothing and a head light. I mean I don't know the exact year this is set in but no way you are telling me a headlight is more efficient than a flashlight. Did we hire some random guy from the mines to fix the backup generators for the entire facility?  I would like to go more  into the fact that (including the fact that a open vent leads straight into a room with a SCP and the fact that there are so many vents to the freaking reactor room of the facility that you can open using a regular screwdriver but I wouldn't want to get ahead of myself.  We have rooms titled "equipment's" and all you find there and axes?? screwdriver and a gaming PC and a random fire extinguisher in under the table for some reason? The budget of this entire facility makes prisons look expensive. I am surprised this place wasn't shut down by the government due to the amount of breaches this place would have. The medical room looks just like a solidary confinement room or am I crazy. The medical room has lower budget than the medical rooms in a state school. The only thing present in the medical room are tissue papers, a copper coil? and a screwdriver (unless I accidently threw those in there then ignore this part of the criticism) Let's quickly go back to the flamethrower thing. Why does it not work when you don't look at it? One of the reasons it's important to have storytelling about it so it doesn't look like a hurdle made just for the player to overcome. Of course logically it is made for that reason and there is no problem with that but if plot wise the reason it exists is to make it harder for the player then yk what i mean? I mean from the looks of it, It was made to defend against some sort of SCP so maybe add a document about near the table.

At first I thought that this game expressed why low cost apartments have a reason for being cheap. But after finishing this game  I realized that my family is part of the reason for why rent is cheap. Well what's left of it anyway at least. Pretty cool artstyle too with the mix of black and white added with the hand-drawn 2D characters. Interesting game

This game was pretty good. The beginning music is amazing. The art style was very interesting added with the dialogue system that changed depending on your actions and the environment. It would've been very interesting if there was alternate endings or choices you could make on this game (There was none in my knowledge. Other than that the game for me was a cleaning simulator. Not saying it in a bad way but just that i spend 20-25  minutes moping blood. Again not saying that's necessarily bad. I mean people might consider something repetitive to be boring but it wasn't that bad when I did it at least. Also it would be nice to nudge the player that that you have to get the trash bags and collect the body parts. Technically there might be dialogues with the detective after you answer the door that let's say nudges you to collect the body parts and hide them in the trash bin. But that would mean that some people might end up spending 1 hour moping floor cause they are retrying again and again(Since that's what you do for 50%-60% of the game ). So maybe make the trash bags a little bit bigger and have something that slightly separates them from the surrounding environment? I mean you technically made them black and and little while but I'll be honest they don't look like trash bags, they look like sock rolls or something. Of course of course the mechanic of replaying again and again to figure out what you are missing and finally win can still work but it again comes back to 50-60% of the game being moping floors. If you let's say added different things we could do that you know to be fair you can make each of them take like 20 minutes sure as long as it isn't left clicking 20 times on the floor and cleaning your mop and repeating this 10 times. Or you can just remove the mopping the floor part- which I mean wait I know that sounds really radical and you might think "Is he a psychopath to suggest removing 50% of the game????" but that's just me putting out the options since I did enjoy mopping floors for half a hour but sadly I had to speed it up 1500-2000% or something so the video isn't super long. But ya this game was pretty cool. It had a uniqueness to it. I am interested on what chapter 2 and etc is gonna be about. 


Play this game if you want to know how it feels to be high without actually being high

This was a very  fun experience. I really liked the atmosphere in this game along with the creepy noises that you couldn't distinguish whether it was part of the music or in the ship. I did find a bug where if you crouched at the pathway to the reactor it would just make you unable to stand up again until you went all the way to the end as if you were in a vent (You can see this near the end of the video). Other than that cool game.

The game was pretty good. The specimens shown in the game was properly fleshed out with lore and tidbits about it's habitat and such. Really reminded me of the SCP universe and such. I personally am not big fan of jumpscares but I'll ignore that part. I got all 6 endings and I can really see the potential of a expansion of the game(More specimens and such) but I'll leave that up to you.

I played the first three nights and it was very fun.  I liked how I could interact with everything around me and the voice acting for the bedtime stories was very cool. 

Pretty short game but the concept was nice. Also noticed a bug where the phone screen freezes and I have to restart the game from the beginning. Not sure how I triggered it though.

Game was pretty cool except you probably killed a few people with that jumpscares (I almost died too). Ya it was a pretty cool short game. The atmosphere was great. And tbh the TV almost gave me hearing damage too now that I think about it. 


This game way pretty dark and It hits totally different with how fast AI is progressing in the real world. Hope this game isn't foreshadowing our future

You guys did a pretty good job with this game. The story might've been a bit cryptic but the ending really blew me away.

This fangame really incapsulated the feeling of a Infinite staircase. And the constant fear of being unsure whether I was being followed from above or below was terrifying. Good luck on future endeavours!
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This  game was pretty enjoyable. (Ignoring the 5 hours of pain I had to endure to get 25 blue thingies). All the environment around the map has collisions(I explored the entire map) and everything I guess works. There was also a way to go around the map and you could see the blue thing from far away and there was no bugs that I experienced . For a week that's pretty good(although some of the spots you put it in like the one under the bridge which I randomly figured out after 1 and a half hours and the one under the pathway next to the brick factory I think? I think I never would've figured that one out if I didn't accidently fall through a random wall in the map which had a no difference than the other ones). . I mean I see the charm of it. I did like the exploration part of it and going on the journey all around the map to find out why this game was unfinished. It's sort of a love and hate thing I guess. This game wasn't as horror focused as the exploration. But the scariest part of this game is that it has no save function so when you are at 24/25 you just have this fear of the game crashing and It just rises the longer it takes to find the final one. I was also getting 1-2 fps whenever I looked up at most spots except the main area. Also Also can i add that you collect 25 of the blue things and you get in a chase scene and you just press "close game". No answers about who the "person" is or why the creator was seeing things that he didn't add or who that girl was or why was the game abandoned(well that answer was sort of given). I hope this isn't a "the game is supposed to be unfinished so that's the reason". But ya finally I don't know if you will ever update the game but if you do for the love of god add a button to skip the part of collecting 25 of them again. (Unless you add more stuff down there but Ill leave that up to you)