How come the special attack has so much wind-up when started on the ground specifically? a jump and all the cast-time is gone
Glormo
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I like that the phone guy dialogue is safe time. Is nice. Played to night 3.
Anyways, power's stupid harsh. Doesn't really feel like I can outplay that the way this plays. I mean, I stopped using a whole function of the office and still ran out of power way fast at like 4:00 on night 3; the door lights are totally unnecessary for play. That's its own, stand-alone criticism.
Can't avoid spending a lot of power over time opening the camera to reallocate charge every 5 seconds (cargo hold drains maybe 2x faster than I feel is fair). The animatronics aren't super demanding, so most power loss is spent on basic upkeep: reallocating and lightchecking (before you realize lights are pointless).
you didnt make this easy
I knew what you were doing, introducing sprinting and hiding mechanics. Even then, I felt on edge at every moment. I wanted every twist to be the one that ended it, but it just kept going. The ENDING looked like another twist, which makes the scare land perfectly.
You did a great job hiding the... "scripting." I couldn't get a feel for how things would play out. In a lot of horror gaames, you can detect the safe and unsafe moments. When you know how and where the scary thing is going to happen, it's not so scary anymore.
I DONT EVEN GET TO WALK IN MY WALKING SIMULATOR. A scene begins, someone harasses you, you get away, and then the screen goes black. I don't even get to bask in the atmosphere. One might actually get paranoid if allowed to walk alone on a dim winter night. Luckily, we aren't.
It's streamer bait. CaseOh's playing on a box T.V. inside the store.
I don't understand the decision to encourage camera usage via new mechanics but then punish it via the little fuckers blocking everything in the UI. Engaging with the camera beyond winding the music box is a bitch enough, honestly. There's already an RnG aspect to Toy Freddy in guessing which breaker he's diddling. Time spent looking for him does enough to pull me away from facing the dangers of the office.
I have beaten night 5. Haven't gotten to the extra stuff, yet. So the bunnies CAN be worked around. It may not be bad necessarily. Timing is notably more lax than it is in the original, so maybe the bunnies aren't so bad. I can be full seconds late to put on the Fred mask and still survive an encounter. Marionette is super forgiving. I still don't like it.
neat. I wasn't so much scared as I was interested, but then it just... ended. Freaky religious people? Pagans? The great vacuum? I left it all behind. It's funny. I guess it subverted my expectations.
I think the audio could be looked at. Some things are way loud and distracting. The car's rev noise in particular. But also the wrench clang. Hurts my ears. Also, the throw and jump are a little pathetic. I wonder why you added them if they do little to potentially speed up the repetitive gaameplay for those of us who can land the milk trickshots. Make throw slightly better. That's all.
this scared the fuck out of me
immediately being put into a big open space with a gun and a sprint that could "attract attention" had me terrified from the start. You can often detect in a horror gaame when the scary stuff is scripted to happen and when you're safe. I was on high alert for a long time, expecting to have to suddenly defend myself. I eventually realized it was less dangerous than I thought, but it took me a while.
coming back to this after the big update. nothing substantive to say but i only just realized there really is no point to the fire pea skin. what does it do that peashooter and torchwood doesn't? the cost for its traits is high and cooldown decently long, so it has nothing on torchwood besides saving a little bit of space. it doesn't even have much of an edge on repeater since repeater can be used with snow pea, which is a huge selling point. it's just kind of... worse.
i would raise its AoE a little bit to give it a desirable trade-off. maybe 12 direct and 8 AoE instead of 15/5
This is an amazing first project. I thought I had predicted it from the beginning with the deer-call mechanic. Hunt for a while, hear a few things, deer-call in the night, and attract bigger gaame than you could ever prepare for.
The first event caught me off guard. It defied my assumptions about the map. I assumed where I was was the main stage where everything would be happening. A grassy little platform where I'd suspend my disbelief to see a forest. I suppose I was, in a wa,y, correct about bigger gam.e, but it didn't continue with that. The next day didn't give into my expectations. I didn't know what the hell was gonna happen. Terrifying.
this game is so easy to break
it wasn't even because I'm a dumbass, it's just very "linear"
like, I'm guessing, since this was a gsme jam entry, that it was easier to set up points where things happen and activate instead of creating the systems that would make it up.
As an example, first run. I pick up the body and put it in the heater, skin-melter whatever the fuck. Just instinctively, I close the hot coffin. I, then, can't put it on the operating table. It's not interactive.
Next run, I'm more careful of the gaame's limitations. I spam click the tenderizer to get the body quicker. I open it and close it on accident. The operating table is waiting for the body I've just locked away forever.
I don't even remember what happened this one time, but the body was on the ground and I couldn't pick it back up.
I wasn't even doing these things on purpose; I love glitching through ceilings and destroying progression, but here, I was just trying to play.
i broke it within the first 2 minutes of my playthrough (i threw the popcorn tray while messing around, got it stuck in the corner by the couch, awkwardly crouched on the little table trying to grab it and when I did, I was suddenly lifted up into the ceiling. After a little wandering, I dropped into a dark room you were never supposed to see since it was the only room without a solid top. from there, I escaped outside of the pitch black room through its incomplete wall and went out to my front porch to find the motherfucker that left a handprint on my window. This confrontation with Harold could have ended much worse.)
10/10
I may just be a bad at this, I accept that, but...
Is this maybe unfairly intense? In my experience, you don't find these monsters, they find you. You know they're upon you when that really heavy camera filter comes on and that siren is blasting.
From the perspective of an emotionless drone,
- The enemies come out of nowhere
- Blind you
- Decently quick (with 0 wind-up; if the cam effect is on, they're shmovin' at you)
- 1-Shot you
With the emotional layer, you're running away from something you can't see in layouts you're not familiar with. I'd "drive-by" to get familiar with the environment while running away to come back later if the camera effect wasn't so obnoxious.
This IS something horror gaames do, but they tend to have a stealth mechanic or something; a method of detecting and losing the monster to pick a good time to quickly get something done. Here, they feel both unavoidable AND unmanageable (from the wine cellar onwards, anyways).
I am, however, also a pussy. Take with a grain of salt.
I'm guessing cameras in Survival Mode are a work in progress? Because they're completely useless rn and having them as a focus in the tutorial is more detrimental to the player as a distraction.
Survival mode also being a completely different gaame (and the one I expected) is sort of weird? I mean, there had to be a tutorial because none of those mechanics were used in the main story, which is weird to me. I expected to be combatting this creature more.
I am very dumb. I have played for, like, 30 minutes. I have no idea what to do. I don't want to blame that on the gme because, as previously established, I am stupid. But I do want to point out some of the things that keep me from wanting to learn.
I'd love to know what I'm doing here, but the footstep sounds make me want to wait out the timer sitting still (the crunchy trail SFX, anyways). I think they all need to be turned WAY down. They should be something I notice in the silence while waiting for something to happen.
And visibility. It's horror; darkness is the point, I know that. But the flashlight's on battery and I can't see even vague shapes ahead of me without it. I don't know what this problem is called, is it just that there's 0 ambient light? It just feels like the darkness and light are very harsh. Turning up my brightness only made the flashlight work better instead of balancing out the visibility.
that's it idk if this is just me problems hopefully not bye
Fun
Though I wish there was less RnG
I feel like if your attack has RnG baked in, then you should just weaken the effect/lengthen the cooldown. I had a crash with Poison Ivy, something about calling on effect animations. There's also the fact that Health carries over from battle to battle. I don't mean to badger you about the small details of a rough demo, but it is a little annoying to have to heal up in grind battles before taking on larger challenges if I forget to take the time to restore.
(oh and weaken regeneration down to 5-8%)