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theguy11111

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A member registered May 31, 2023

Recent community posts

The writing is a tad on the nose, and multiple playthroughs reveal just how scripted it all is, but the sound design for this is pretty good.  The timer running out is a pretty cool event as well.  However, I think the text simply being placed onto surfaces that it doesn't make much sense on doesn't look very good.  It would make more sense for there to be screens, or more effort put into the animations of the displays if you wanted it to be analog/mechanical.  Especially given that civilization is so advanced that space travel is a casual thing.

This is a decent little prototype, but I think it's a tad too simple.  I think it would improve the game to add some additional complexity, perhaps moving to that closed off engine room to make repairs.  That would lead to a greater chance of the player not noticing the creature, making it a real threat. As it is now, it doesn't serve as much of threat.


I liked it though, and did find the diver captain entertaining.  I think with a little additional complexity there's a great game lying in wait here.

The atmosphere is very good in this game.  The tricks with the masks got me, and I shot them right away.  I audibly shouted at the first jump scare, that's how tense it was.  The first encounter was very tense as well, and had me checking corners the whole time.  I also liked the touch of having the water on the floor so you could listen for enemy footsteps.  However, I did kind of lose that tense feeling when I died at the encounter with the three enemies.


I would've liked a more subtle increase in difficulty, to ease me into the harder encounter, but I understand this is more of a proof of concept, so the pacing needs to be pretty quick.  Once I understood I needed to blow their masks off, the encounter was much more manageable, though it was frustrating to be defeated in one hit considering the difficulty spike.  In the full game, I think it would be interesting add scavenging mechanics, as well as some simple resource management in health and ammo pickups.  I think there is an excellent framework for a full game here, given some more enemy types made (perhaps only certain enemies interfere with the light, instead of every enemy?  Some enemies hide in those closets littered around the map?).

And of course, that ending is wonderfully funny.  I'd pay cash for a full game.