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I was impressed by this! You have great instinct for game design and atmosphere, and the environment was well built - keep at it! I was surprised you even had different footsteps for glass. The box colliders for equipment, keys etc were a little strangely placed and could be larger, and overall the game is lacking guidance (for example, I didn't know the bags were equipment, and where I needed to place them, and I didn't know I needed to move the equipment to other places, and I didn't realise I needed to find a light switch) and the ending was a little strange considering not much happened to drive the character's decision, so it was a little too macabre whilst not earning that moment. Some more scares in here and some more clear guidance (think of audio or light as a guide too! not just text) and this will be a solid game!

Also - something I used to do all the time too: keys. Everything is a key to open a door. To make things more dynamic, think about other ways you could block routes or create obstacles to overcome... a boarded off door? Find an axe! A door locked with a keypad? A room with a hole in the upper wall, and you need to slide a box over to climb up to it... Keep at it and train that awesome game designer brain, you've got this!