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Hey, I have just given the game a try (several, actually XD)! :) Using the desktop version.

Semi-on-the-fly remarks:

  1. Oh, I have already heard that music before, recently! :o
    Maybe from EarthBound??
  2. The 7 papers idea reminds me of Slender Man. And also the fact that the ghost/entity pops up randomly.
  3. I did not get at first that you are forced to collect the papers in a precise order; either you want the player to understand by himself (which is fine, I managed to!), or it could be made clear in the instructions.
  4. I notice you see grey tiles appear at the ‘roof’ level when reaching the borders of the level; is this purposeful, as some kind of fog of war?
  5. That scream is quite jumpscary. Underhand! ;)
  6. The graveyard’s style reminds me a bit of Zelda. :)
  7. The map is small enough so that I could easily find the next steps. For example, I could find the huts immediately!
  8. I was wondering if the fact that the boat message stays is a bug, but… it sounds like it is a welcome warning! X) Voluntarily waited for the danger, and could not reach the corner gate/door in time.
  9. Failure screen: I am not sure the sound loop is necessary. Be kind! ;) And is there no button to quit or go back to the menu?
  10. Even though the map is tiny enough not to get lost here, I think a compass would be nice if you decide on making a larger one.
  11. Wow, the ghost is also at the tower! Made me jump. XD
  12. You can avoid the graveyard’s ghost by bypassing the graves a bit.
  13. Suggestion: maybe you could use the trees by making them slow the player down?
  14. This 2D-3D map with a rotation feature reminds me of the Mode 7 overworld from Equinox on the Super Nintendo. :) I like it!
  15. Maximising the window lets me see a bit more, at least in the upper-right corner. Is this expected? Nothing serious, anyway.
  16. Also got the ghost near the corner door/portal, jumped once again. XD
  17. I don’t get how you are supposed to get away from the ghost after the boat paper… The door/gate did not seem to help; I also tried to quickly get papers 6 and 7, but I got caught up right after paper 7. Seeing the last clue, either you have to hurry to one of the five houses, or there is another way to escape.

Nice idea that really reminds me of the Slender Man game, although the clues are a nice addition. Finding a way to add mechanics and link the clues to them would make the game even more interesting; maybe there is already such a way to evade the entity after the boat paper, but I did not get it!

(+1)

You're the first one to actually rate and play my game, my friends never played my games before. You're a total eye opener to a noob dev like me. I planned this self project, I gave myself 3 days to make it!


My replies to your remarks:

  1. pokemon red/blue lavender town theme but slowed
  2.  It was inspired by that and the backrooms creepypasta if you're interested
  3. I wanted the player to use a few braincells to make the game more enticing 
  4. I made the roof do that to optimize the game more!
  5. the jump scares were made at an exact location, some random
  6. I thought about that too since I played zelda when I was a kid
  7. If I made it any bigger the game would've been really long
  8. there are a few bugs I need to fix
  9. Thanks for pointing this out, I'll release a better version and a bigger map to make the part 2 of the game!
  10. I'll probably make an arrow pointing to where to go next, but the riddles is what makes the game somewhat unique
  11. I played the game several time at probably 3am and it still scares me
  12. probably gonna add more if you can avoid it
  13. I'll take this suggestion and make a version 1.1
  14. thank you for your kind words good sir
  15. I'll make it so it forces you to play in a smaller window
  16. I'll keep the jump scares and everything at version 1.1
  17. the level can be completed you just have to be really fast

Thanks for these remarks! this will help me grow as a game dev in the future!

Coming by after having been quite busy (with game jams and comments)! Thanks for your detailed answer. :) (By the way, I had stumbled upon your account from taking a look at GDevelop Game Jam #2.)

I planned this self project, I gave myself 3 days to make it!

Nice challenge; this is actually the same kind of time constraint as that of game jams. The advantage of game jams is that you can get feedback there (I am growing warier about the marks, but there are also game jams without them if you want; constructive comments are the most important in my opinion).

I'll probably make an arrow pointing to where to go next, but the riddles is what makes the game somewhat unique

Oh, I was not asking for an arrow showing where to go, but rather for a standard compass with cardinal points (North-East-South-West). ;)

the level can be completed you just have to be really fast

So, I will have to try again. XD

this will help me grow as a game dev in the future!

Glad I could help! :) I review in detail in game jams, and very occasionally on games I stumble upon (you are one of the lucky few, possibly the only one up to now!). I should do this more. You can also help out others as a playtester, and this may entice some people to review your games out of reciprocity.

Good luck!