This is looking really kewl.
DrTomb
Creator of
Recent community posts
the orange level has a platform that is very too see. but id say its a good rage game XD my little cousin didnt want me to stop playing to see more of it, but I'm not as good as I used to be. its very hard XD. Fun. 9/10 mostly because of that one invisible platform (but my eyes arent great so eh... maybe 10/10)
I like the gameplay. I don't like taking damage when I go into the water. Firstly, I wouldn't know water is dangerous. Second. I died to water first time through XD. After the water lilly the path looks walkable but isn't I died to water there too. Save didnt feel obvious enough; I'm not that smart tho might just be me. personally Id say make it grow flowers or shine on the ground or anything bigger in sight. it feels weird to me personally boss battles. I think it was too soon for that. Not development wise just in the level. not enough time to get the controls feel
its not the mouse sensitivity thing. Games like bioshock made it to where enemies don't hit with the first bullet ever. The reasoning for that would be that players don't wanna die to things they can't see which was happening all the time to me. Also Constant turning on a mouse is unfun. Its not a mouse sensitivity problem. Older games like Dino Crisis Had this same issue, which was fixed with a 180 turn. The game would be easier but more fun if enemies came from your cone of vision. its not about accommodating people that need to get good; its about something being fun versus unfun. Challenge is found in skill representation and not in dice rolls.
i mean my eyes suck too. I have a hard time with contrast. I think the idea behind darkness is for limited sight so flashlights are super common, but like the part of sight you do have should be easy to see right. 2 games here so far have had really nice close your eyes mechanics that felt pretty decent.
I feel like this game calls for pattern enemies - instead of random roaming. Plus you can easily save state run into q dead end save state out and lose the enemy. I'm sure the mechanic was based on taking more risks, but I found myself not even a little bit worried cause I could outplay it. Besides pattern based enemies are a puzzle in themselves and you can use the save state mechanic to change enemy state patterns and open up different choices on the map. Its also creepier because it becomes a logic thing that can even trap you into scary situation if you port into a dangerous place that change since you last saved the spot. The way it is now is simple, but I'm torn between wanting to explore or solve a puzzle. the other way the exploration can be scouting and the puzzle probably shouldn't be so large or should be segmented either way. Level being too big makes me lose interest because its too much work too fast.
I can hear it; I think I got the sounds from here. I gotta look through my resources again.
https://filmcow.itch.io/filmcow-sfx
Sounds are so important in horror, and choosing the right ones takes way more time than what I put aside for. Thanks, I'm actually just proud that I got this much done in 7 days.
Honestly, I did play it through as far as the monster, but when there where long stretches of darkness it started getting too hard to figure it out. I kinda have a hard time with contrast personally so it might not be an everybody thing. Plus I would hate to say the darkness was too dark cause ya know, thats the point of the game. But yeah, the lights glow didn't help as much as I would have liked and the only thing I can think of is that its either not bright enough or maybe the radius doesn't extend enough..