Hello, here are a couple screenshots! What do you think?
I need feedback because I’ve noticed a lot of people aren’t getting past the 3rd mission (using the new funnels), and I’m unsure of why. Please suggest on how I can improve on it design wise before I work on the other chapters. I really want the atmosphere, and audio to be of grandeur quality. And also I hope the weapon switcher is nice to understand for you!
I couldn’t get out of the spawn area, or a door felt like it was supposed to be working when it wasn’t. Here’s a video (feel free to watch in x2 speed):
just started and im loving it so far. tysm for letting us push around the receptionist
i honestly dont think the playermodel is very neccessary. the animations need some work, tools dont attach to the hand, and if i look up i can see my head.
i can also move during cutscenes and see my tool’s viewmodel
(p.s how the heck do you want me to do these reports its always wrong AND incorrect. tell us how to do them)
the reports can be incorrect and you can still complete the game, ill fix the cutscene thing! thank you, i like when stuff is interactive or pushable in games
Thanks for telling me, can’t believe I missed it. Here’s the rest of me playing (40 mins ):
Here’s a list of feedback:
there could be more horror-feeling parts, it is a demo and not the full game of course. By that, I guess I mean jumpscares or more different eerie moments. The environment is good I think.
The car is quite annoying when it comes to turning.
A sprint button would be nice to speed up gameplay, but I think the slow movement is a part of that horror feeling for the game.
I don’t think I could turn off the flashlight/torch, so I think that could be added. Not a big thing, but it’d be nice.
Having dialogue be skippable would be nice, but more importantly not making text move on until the player makes input. Some read fast, some read slow.
The health of that creature from the backyard had a lot of health, or I just wasn’t shooting it right.
There is an in-world indication of where to go, but on low graphics that is difficult or impossible to see. It’s also on the map, but not always. An indication that changes based on camera/location, still showing on the map when far, would be helpful.
Having NPCs around could liven up the area, but might also take away from the horror vibe.
Having more to do in the environment might be nice, not sure what though.
I did have trouble getting into the car multiple times, but that’s cause American vehicles have the wheel on the left, not the right.
There’s probably something else shown in the video, but yeah that’s my thoughts. It also took an hour to export from my video editor cause I had to cut and put stuff together. :D.
also about the items viewmodel being shown when driving or in cutscenes, that is now fixed!
you’re supposed to shoot the monster in the chest.
for your video, yes it does check for key words in the description, but the final missions report is bugged, ill fix it now
i also noticed the issue with the lack of indicator, I wish roblox added the option to exclude parts from streaming. but ill add a billboard gui that is client sided that allows for it to be seen, no matter the graphics
thank you for all these points though, and just a question, did you notice the footsteps and tile falling noise when doing the second game in the power station? that was meant to build suspense. but it’s really quiet, i might turn it up!!