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Oh yeah Q wasn't intuitive and I just have forgotten. I think you can just add a timer and give the player either a hint or start the lighter yourself. Maybe some sound cue or dialogue might help make it clear the player gets teleported and is still in the active game. 

I think performance can be improved with the reduction of effects. looks like you have a lot of post processing going on. I don't know what the resolution was. I have a 4k screen so maybe it defaulted to thst resolution which would be quite high 

(+1)

Just released an update! Added a prompt after 10 seconds if the lighter has not been activated in that spot so should be fine now. Also got the fps fixed in the graveyard (wasn't effects was just two objects that I forgot to add lods too that were very very very high poly). 

Give it a shot when you get a chance and thanks for the feedback! 

Oh and if you get stuck moving forward at all with the ghost as a hint... Listen 😁

Yeah performance is definitely improved. If you're open to some additional feedback: I would suggest writing out the monologues on screen so people with impaired hearing know what's going on. A menu (even if it just has a start / quit button) would be a great addition! There are also a few typos in the gatekeeper dialogue which is a bit hard to read because its so big. I'd also suggest using F as a the lighter key, since that is the most common used button for flashlights in games. Glad I got to see the catacomb section, it looks really cool! Not sure what my objective is there, though.

Thanks again for the feed back! I only had two weeks to work on this for the game jam so some things had to be compromised sadly! I might patch them in later but don't want to change too much till it's ranked for the competition!  

And the objective is your there looking for someone.. It's kept vague for story reasons that reveal themselves as you get further through!