![]() * How did you modify vision dynamically without using medic blind? * How did you customise the UI to operate like Warcraft 3 almost with documents, interact button, flash light, etc.? I just couldn't put it down until I'd beaten it for good.* How did you hide in the unit card his rank, kills, armour and weapon stats? I may sound like I'm being hard on this game, but I promise that's because I love it so much. I was tensed all the way through, but a final challenge would have been very satisfying. Unfortunately, after learning from the deer, the game is basically won (unless you make a mistake). ![]() I really liked how nighttime, the clown, and the deer made the game harder over time. It shouldn't kill people unless they really mess up. The progress bar for fixing is a perfect place for a jumpscare, or for introducing some final test. I even saved 4,000 coins just in case I needed to leave quickly. Since you can only hold two at a time, I was expecting the game to get harder once the repairs started. ![]() The other big criticism I have is the ending, or more specifically the lack of a crescendo. Making the price rise over time would build tension and encourage escape. If you use the lamp carefully, by the time you actually need a second refill, 24 coins is very inexpensive. Small nitpick, but I definitely think that lamp oil should increase in price with every purchase. I also really liked that the house stays lit at night, which is good for getting oriented. That's important for a place that you're visiting constantly. ![]() Even when in full darkness, I could always tell where the well was based on either its fill prompt or the sound of rocks under my feet. I absolutely loved the huge circle of paving stones around the well. There is a piece of paper on the door that explains things, but that can be missed - perhaps if the paper was placed inside the house? Or on the door. My first reaction was to stay away from the music box sound. Speaking of the clown, I will admit that I had to look up a video to learn how to deal with it. A spooky visual just before the crawler shows up or leaves, and one based on distance to the clown would make the game a lot more accessible. I believe a game should still be playable even when muted. Right now, the clown and crawler have sounds to tell you when they've arrived. I'd like to call attention to a few places that I think could use constructive criticism. Very interesting premise! Some other commenters have offered good praise that I wholeheartedly agree with. Definitely tested the "completionist" trait I tend to have when playing games, I had a goal and I stuck to my goal which is WHAT YOU NEED for this game, strategizing, doing the right upgrades, evading and maneuvering, and doing things efficiently, so kudos to you, and I'm looking forward to more future projects!!! You did an awesome job at this game, beautiful but simple art and graphics, smooth gameplay, the 'scares' are so mellow and simple that it gave me the feeling that scaring the player is not about the actual outcome of the scare and THE scare itself, or the dying/killing itself, it's the journey towards the scare, the atmosphere around it, the sound cues, the limited ability that the player's character has, it's everything that's surrounding the actual "dying" itself that what scares the player, so you have definitely captured the essence of a horror game PLUS it nearly gave me a heart attack. Absolutely awesome game! Really cool mechanics, simple but anxiety inducing, which is what you want from a horror game.
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