btw the flashlight is a seizure warning (too violent) and the humming sfx is unnecessary, its Tube Lights that hum, not flashlights. the flickering SFX could just be on and off clicks instead, so its not so aggressive.
First look: UI Icons
So theres a couple things that could be improved, I like the uigradient and the font, however but heres a list of things that could be fixed/improved
- All the texts are set to TextScaled, which causes them to not look even. Its easier on the eyes if theyre all set to the same text size.
- There’s no padding on the left/right of the text, making it look really odd and like its about to go off the frame
- I do really like the look of like “torn pages/fabric” for the frames, however, they’re a bit too jagged and blurred on the edges, examples of images below that could be used as an alternative
Searched “Torn page ui rectangle” for these results;
Shop Page:
Okay so at first I love the design but theres noticeable issues that need to be addressed,
- The font on the icons on the left and the font on the store page dont match, which is just inconsistent and would look cleaner if it was all the same
- The torn page behind the “Shop” title is the same type of texture which looks really odd with the sharp edges of the dark grey shop frame, would recommend the textures I put above instead
- The “SHOP” is completely horizontal while the red part behind is slanted, the text should be slanted in the same degree
- The Description text is way too similar in colour to the background, and some descriptions are quite long making it even more difficult to read. Text scaled is fine for this one but try to be short and concise with the descriptions
The rest of the shop looks great!
Lobby:
- The font on the numbers is quite modern and doesnt really fit the theme, I wouldnt suggest like demonic fonts but something not so… Arial, like the font you have in the Shop menus would work- i think
- The time to teleport should 100% only display if its even active and counting down, otherwise its unnecessary information that adds visual clutter.
- The 0/5 is nice but I feel like it could be a bit more…? such as “X Players to start”, if its a bad idea then nevermind
- When the timer reaches zero, make it say “TELEPORTING”!!! For a second I thought nothing was happening! it just reassures players and doesnt make them anxious if nothing seems to happen
The Lobby map:
I mean there really isnt much to say because theres pretty much no lobby, theres some trees in the distance faintly lit up on their branches. I would suggest adding more trees with a slightly more noticeable glow on the branches, making it a spooky void forest rather than just pitch black with 2 trees
The Map & Map Design:
if you want someone to start instantly moving where you want them to, put an indicator that thats where they should go, such as a flickering lamp post or something.
It was dark and I instantly got turned around, yes theres a wall but its about ease of use.
The map is pretty decent, it is missing elements that would make it feel alive though.
Try adding wind SFX, crows cawing randomly, foliage rustling, leaves crunching, twigs snapping
Definitely make use of particles!!! Falling leaves or something
Game design:
So upon joining, I was instantly turned around, mentioned how to fix stuff like that above.
Once I was on track down the path, I went right past the cemetery because I couldnt open it and there was so much more path to follow, thinking the keys were down the path. Obviously the keys werent over there so I had to turn around. This is where the patience goes down, due to lack of information or signals that I could simply go behind the cemetery to find the keys. This could be solved by some kind of object or light showing someone else had gone behind the cemetary and left the keys there. Making me notice that I should go around instead of straight forward.
I’m not saying make things too obvious because that defeats the point, but dont make it fairly clueless, any sign that theres options work, visual or auditory signs, like what you did with the “Find the Rope!”
finding the crowbar was too difficult, the cemetery is very large and the crowbar is just highlighted and quite small compared to the size of the area, put it on a more noticeable headstone or something, maybe against the one tree
also put a running icon or something next to the stamina so people who dont often play video games know its stamina
bugs:
If the stamina drains all the way and then goes back up all the way, it becomes infinite, no errors.
When the flashlight flickers, its range can sometimes stay at the reduced range from the flicker, not reverting unless turned off and on
cutting the reply short cuz its late but hope this helps!
i really think this game could have a decent CCU if it was improved and some issues were fixed
and REMEMBER: lack of information is what kills games, signal where to go with something, anything