Feedback on horror game

Hello!

I just finished my horror game. i wanna know if y all like it or if there are things i should change.

4 Likes

Im still waiting to hear feedback. <3

1 Like

hey! i just played your game, and i’m gonna leave notes about my opinions, technical issues that i had with it, etc here.

if you (reader) want to leave a comment about the game, but didn’t yet, don’t open these, as they have spoilers (obviously)

visuals

i think the visuals look good. not too simple to be ugly and not too detailed to be unplayable, though my computer isn’t the best so i had to play it at graphics 1 lol (roblox seems to lag a lot at future lightning)

about the map building, i think it is also good, though some parts don’t combine that well in the enviroment, like the boxes and this table here. maybe it’s because of the texture they’re using, which is “Wood”. i would opt to using the “Woodplanks” texture

i think the items should be bigger. some of them (mainly the keys) are pretty tiny and the only way i could actually see them was by their glowing particles

sounds

the ambient/enviroment sounds are good. i like that it has a chance of playing a random sound near you, and that made me turn my camera to search for it a few times. there is one problem for me and it’s the excessive light flickering - maybe tuning down the chances of it happening should make it better

about the chase scene, i don’t know, it felt a bit raw for me. i don’t know how to say the reason why it felt like it, but maybe the music was too low? also, it seems to play two different musics at the same time. would be better to select only one to play

gameplay

for this type of game, it felt… uhh… normal, i guess. like, you search for items, open some doors, search for more items, open more doors, then you get a special event (jumpscare, chase scene), and then it repeats. i know there are a lot of games that work that way, but for me it seems repetitive. maybe adding some little puzzles, like hacking on a computer to open a door, or spin the valves the right way? (not too complex, as these would be too tiring for the player, and would probably make the player quit early)

about the chase scene, it was cool! from all the game, that was the part i liked the most (probably because it is the one has the most action). i just didn’t like that some props were too close to each other, and it took me some time to perceive i could actually pass through them

technical

the items hitboxes are pretty small - the crowbar for example is thin, and because of that i took like 4 seconds to select it

there is a bug i noticed that, when holding an item and looking mildly up, your arm would go a bit through the camera. not so long after seeing that, i noticed that locked jail cells doors (the ones that have bars in their window) seem to have the bars locked in place when trying to open those doors (only the door moves, the bars do not)

in the chase scene, when the music ends, it won’t play again. as i said earlier, it took me some time to pass that part because the props were too close to each other, and so i got to this bug

the player acceleration should be a bit smoother. what do i mean by that? when the player is walking, then stops for a fraction of a second, then starts walking again, they will start from the lowest speed. would be better if they kept a bit of their momentum if they didn’t stop for long

story

the story/lore felt raw. i know it will probably be developed more as more chapters come in, but it still felt raw the same way. like, how did we get in that place? what are we looking for? where is everyone? does the player know some of the people that wrote on the papers? things like these should be developed more, as it gives the player an incentive to keep playing by curiosity to go deeper into the story

yeah, i think that is all i have to say about the game. if i had to leave a note, it would be 7.5/10

Thanks for this detailed feedback!

About the story, I have thought about it but i didn t know how to really add it in a seamless way into the game. I did add a bit, but not too much.