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Iscariota

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A member registered May 26, 2021

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That was... short. But I enjoyed it alright. It felt like the setup for a much longer game. The small portion of the story that I got was interesting enough, but a little bit predictible. The monsters talk, AND Mr. Hero Guy talks back at 'em, so this is more of an Evil Dead 2 kind of thing. That is usually not my definition of 'noir horror', but if that was the vision you had for the game, I'm not going to hold my misled expectations against you. I know the engine, and I'm assuming that you spent a LOT of time setting up the visuals and the system of the game, specially that cool flashlight effect and those immersive sound effects that get louder as you get near, but, ultimately, I would've sold the game if it were AT LEAST three times longer than this.

I LIKE:

-The visuals are quite unique. In fact, it was this sole aspect of the game that made me want to give it a go. Some assets don't quite match with the others, but you gotta work with what you got.

-All of the rooms in the game are contained within the default map size. This is very handy for simpler level design.

-Battles are hard and tense, but you have lots of options in order to deal with your enemies.

-Puzzles are intuitive enough, though a bit simple.

NITPICKS:

-The locations for the fuseboxes and the switches are kind of unintuitive. They're not entirely hidden, just strangely placed as they should properly fit into a wall, not two separate pillars in the attic.

-There are too many goofy skills that, frankly, don't ever come in useful.

-All battles are scripted. I know how bad the preset pathfinding is in RPG Maker, but you could've set up a couple of scripted chase scenes in the game, where the player gets the option to either run like hell to avoid a tough battle, or get caught and try and escape in one piece.

-Though in many games, the autosave feature is a godsend, in horror games, they take a BIG deal of tension away from the game. Given how short this game is, it woulnd't have hurt to add save rooms instead.

TYPOS:

-first interaction with the bed in the master bedroom, word 'eerie' misspelt as 'errie'.

BUGS:

-guest bedroom, dresser is interactable from all angles.