I'm trying this after the realms deep coverage. For full transparency I gave up after the breaker puzzle.
I like the atmosphere and I applaud the effort, but I don't think the demo shows this project in the best light, and I want to relay some feedback that caused me to not massively enjoy where I got to in the demo.
1. The mouse smoothing/delay genuinely made me quite motion sick. Seriously recommend either having that off altogether or having a toggle. Bonus points for an FOV slider as well.
2. Adjustable brightness. Some sections were far too dark to see what was actually happening on my monitor. I think a brightness slider could have helped alleviate that.
3. Searching around for the supplies at the start felt a little too clunky e.g., opening drawers felt imprecise and it took me far too long to notice the supplies in the room with the hospital beds.
4. Having the demo reset to the cutscene prior to the breaker puzzle was genuinely infuriating. I think a checkpoint could have helped to alleviate that, but I spent a lot of time trying to actually find the switches/breakers which felt a little too masked by shadows/darkness.
I think you have a really cool concept here, but I think I was more drawn in by the interactive/combat forward sections presented in the trailer. My concern would be that this goes down a mostly clunky amnesia route. Still, I'll be sure to check up on any later updates and give it a fair shot.
BY FARRRR...... Best Demo vie ever played. The graphics and design were all S tier I'm really surprised this demo was free. This game is a must buy when it drops!
Maybe I'm alone in this, but I had a lot of issues getting through this Demo. It was frustrating. It's possible it was bc I was streaming it at the time and focused a lot on chat, but it's also possible that there are some legitimate design flaws that need addressing. I feel if these are taken care of, the demo's pacing would run much smoother.
1) Admin Office (looting for supplies): You have to be right up on each desk to be able to open any of the lower drawers. Because of this, I spent far too long looking elsewhere thinking that the lower drawers weren't accessible. There's ALSO an area in front of the 2nd desk on the left after entering the room that prevents you from crouching, which only added to the idea that I also couldn't get low enough to access the lower drawers. Because I had already found 3/4 Supplies, the Keypad outside the Medicine Room had me thinking I needed to be looking for a code instead to get the final piece of loot.
2) In the 3rd segment of the demo—where you have to find 3 Breaker Switches to unlock the door—the closest switch to the main character's spawn point is probably the easier switch to find... on paper, but with how it was implemented in the game, it was the most difficult for me to find. I spent way too much time looking for that switch, and after thinking about it, here's why:
First, the 3-Breaker Puzzle isn't presented to you until a bit farther down the hallway. This already had me thinking that I needed to push farther into the building to find the switches, not head back to my spawn point. The game helps fortify this line of thinking by having 2 switches beyond the puzzle introduction point.
Second, the location of the 1st Switch—closest to your spawn point, and before the puzzle introduction point—sits in a corner shrouded in darkness. Armed w the mentality above, this Switch was way too easy to overlook, not to mention, the game actively encourages the player to NOT look in the direction of the 1st Switch's location due to the room's design. In the 1st Switch's room, there is a big window that allows the player to keep watch of the enemies patrol paths outside the room. Because of this, the player is encouraged to always be watching the window. Also, none of the enemies' patrol paths ever cross the door nearest to the 1st Switch, which also drives home that looking that direction isn't very important. All that, and add the fact that the Motion Sensor in your hand has you watching that as well. I spent a LONG time looking for that damn switch. Almost made me give up.
3) In the 4th segment of the Demo we come across a seemingly sleeping enemy seated on a chair holding a beer bottle. When I first encountered this character, it startled me! I gathered my composure, quietly snuck by, and continued on. After having gone back and forth about 10 times looking for the next step, I finally decided to say "screw it" and tried waking the enemy. Turns out, that's exactly what I was supposed to do. Now, there's a problem with this. Everything in the game prior to this point has taught the player to avoid these people at all costs. I NEVER would have thought that the enemy was going to suddenly help me get out of here. Unless I'm missing something, I feel like this makes no sense.
4) In the 4th segment of the Demo, what is the fuse box doing in the weapon's cabinet?
I feel like if these can be addressed, the pacing will run much better.
If you love games like Outlast, this is a MUST-PLAY! This is an incredibly polished demo and I can't WAIT until the full release. Here's my playthrough:
This is a really good game and I'm glad it's releasing on steam. I just wish the motion tracker was it's own item and didn't take up an inventory slot. But beyond that, nice job.
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This demo was really good and scary. cant wait for the full game to release.
I'm trying this after the realms deep coverage. For full transparency I gave up after the breaker puzzle.
I like the atmosphere and I applaud the effort, but I don't think the demo shows this project in the best light, and I want to relay some feedback that caused me to not massively enjoy where I got to in the demo.
1. The mouse smoothing/delay genuinely made me quite motion sick. Seriously recommend either having that off altogether or having a toggle. Bonus points for an FOV slider as well.
2. Adjustable brightness. Some sections were far too dark to see what was actually happening on my monitor. I think a brightness slider could have helped alleviate that.
3. Searching around for the supplies at the start felt a little too clunky e.g., opening drawers felt imprecise and it took me far too long to notice the supplies in the room with the hospital beds.
4. Having the demo reset to the cutscene prior to the breaker puzzle was genuinely infuriating. I think a checkpoint could have helped to alleviate that, but I spent a lot of time trying to actually find the switches/breakers which felt a little too masked by shadows/darkness.
I think you have a really cool concept here, but I think I was more drawn in by the interactive/combat forward sections presented in the trailer. My concern would be that this goes down a mostly clunky amnesia route. Still, I'll be sure to check up on any later updates and give it a fair shot.
Best of luck with development.
BY FARRRR...... Best Demo vie ever played. The graphics and design were all S tier I'm really surprised this demo was free. This game is a must buy when it drops!
Here's my Gameplay:
Maybe I'm alone in this, but I had a lot of issues getting through this Demo. It was frustrating. It's possible it was bc I was streaming it at the time and focused a lot on chat, but it's also possible that there are some legitimate design flaws that need addressing. I feel if these are taken care of, the demo's pacing would run much smoother.
1) Admin Office (looting for supplies): You have to be right up on each desk to be able to open any of the lower drawers. Because of this, I spent far too long looking elsewhere thinking that the lower drawers weren't accessible. There's ALSO an area in front of the 2nd desk on the left after entering the room that prevents you from crouching, which only added to the idea that I also couldn't get low enough to access the lower drawers. Because I had already found 3/4 Supplies, the Keypad outside the Medicine Room had me thinking I needed to be looking for a code instead to get the final piece of loot.
2) In the 3rd segment of the demo—where you have to find 3 Breaker Switches to unlock the door—the closest switch to the main character's spawn point is probably the easier switch to find... on paper, but with how it was implemented in the game, it was the most difficult for me to find. I spent way too much time looking for that switch, and after thinking about it, here's why:
First, the 3-Breaker Puzzle isn't presented to you until a bit farther down the hallway. This already had me thinking that I needed to push farther into the building to find the switches, not head back to my spawn point. The game helps fortify this line of thinking by having 2 switches beyond the puzzle introduction point.
Second, the location of the 1st Switch—closest to your spawn point, and before the puzzle introduction point—sits in a corner shrouded in darkness. Armed w the mentality above, this Switch was way too easy to overlook, not to mention, the game actively encourages the player to NOT look in the direction of the 1st Switch's location due to the room's design. In the 1st Switch's room, there is a big window that allows the player to keep watch of the enemies patrol paths outside the room. Because of this, the player is encouraged to always be watching the window. Also, none of the enemies' patrol paths ever cross the door nearest to the 1st Switch, which also drives home that looking that direction isn't very important. All that, and add the fact that the Motion Sensor in your hand has you watching that as well. I spent a LONG time looking for that damn switch. Almost made me give up.
3) In the 4th segment of the Demo we come across a seemingly sleeping enemy seated on a chair holding a beer bottle. When I first encountered this character, it startled me! I gathered my composure, quietly snuck by, and continued on. After having gone back and forth about 10 times looking for the next step, I finally decided to say "screw it" and tried waking the enemy. Turns out, that's exactly what I was supposed to do. Now, there's a problem with this. Everything in the game prior to this point has taught the player to avoid these people at all costs. I NEVER would have thought that the enemy was going to suddenly help me get out of here. Unless I'm missing something, I feel like this makes no sense.
4) In the 4th segment of the Demo, what is the fuse box doing in the weapon's cabinet?
I feel like if these can be addressed, the pacing will run much better.
If you love games like Outlast, this is a MUST-PLAY! This is an incredibly polished demo and I can't WAIT until the full release.
Here's my playthrough:
game was amazing vc,gameplay,story i enjoyed it only problem is that the enemies awareness is crazyyy strong lol and fast
this game is going to be awesome cant wait to play full game keep up the good work and the jumpscares got me good lol i hope you enjoy the video
Great demo, had a lot of fun!
The fall of society isn't so bad.
this game is either gonna be really hard, or I am just really bad lol Nice killer masks, for some reason it reminds me of Rob Zombie's '31'
Demo Gameplay NO Commentary
Very good looking horror game. This game has some inspiration of outlast and the purge. Anyways, keep up the good work.
Such a cool game! I'm excited for the full release!
nice game.
Epic....I played this game from steam!
this game looks promising i usually dont like stealth but if theres health bar i play and if theres fighting back i play
stealth really needs work
I love the demo I'll be waiting for the full release.
This is a really good game and I'm glad it's releasing on steam. I just wish the motion tracker was it's own item and didn't take up an inventory slot. But beyond that, nice job.
Here's my channel for other games I have played. https://www.youtube.com/@Levont
GREAT jobs
It was great!