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Homicidal_Harry

11
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A member registered Dec 15, 2021

Recent community posts

An interesting and well-executed concept I have not seen since some obscure flash games (I wish I could remember the name). 

Besides being hard to locate remaining enemies as others have said, my one problem is the cul-de-sac track layout that forces you around a long ways just to get a little closer to demons that may or may not be there. Perhaps add rail-side levers that the player can click on to choose more simplified paths?

MINOR SPOILERS + SOLUTION:


I ran into this problem too but found a fix:  Assuming you have the 6 4 3 top hat from the second wire shapes puzzle, you have to place it onto the goose drawing. Otherwise the 328 code solution won't register. I guess this is in place to stop players from brute forcing the code.

One of the few click escape games I'd give a 10/10. Lots of clever little puzzles that reward observation, but without the tedious memorization of patterns thanks to the camera and notes. I also adored the wonderous dream + sci-fi aesthetic; super relaxing, and put me in the creative mood for problem solving.

My only complaint is the movement between the house and tower. A way to skip the bridge by clicking on the spire door would have been nice so I'm not clicking super fast running between both locations. (MINOR SPOILER) And give the "Perspectives" book arrows to flip pages. It took me a long time to realize that the last gold star was stuck under the porch table.

Fun while it lasted, but swapping between items is really annoying. Maybe I missed something in the tutorial tool tips (Which barely last long enough to read) but scrolling with the mousewheel either pulls out a random item, or does nothing. By the time I got the garage key, the game wouldn't let me switch back to my lantern, and I was stuck in pitch black before unity crashed.

I hope this can be fixed up, because the tension and atmosphere was top notch.

A really fun rogue lite, but I should point out that maxing the shield upgrade makes the player unkillable. My shield would replenish faster than the invincibility frames disappeared.

A fun top-down survival experience that ended too soon. I like how the player's low health adds a lot of tension, as a single hit can set you back by costing a potential repair; it makes the simple and slow enemies way more intimidating.

This is one of the better incremental games I've played. Fun theme, upgrade decisions that matter, an end goal, and no rebirth mechanics to pad out the experience.

One question: Where did you find the sound effects used for the monster unlocks? Combined with short descriptions leaving much to the imagination, I got more chills than with most horror games. 

Really fun vertical shooting gallery. Timers/meters for powerup durations would be nice though.

It was fun for a few minutes, and the light mechanics attracting enemies has a lot of potential, but you become undetectable after a handful of muzzle flash upgrades, and the moths just hover in place as you mow them down. 

Maybe give them some patrolling AI so the player is never truly safe.

Or perhaps make the player just as blind as the moths. Make moths harder to spot in the darkness without your muzzle flash. An element of stealth would make them far more dangerous. 

I like the idea, but this game needs more player impute. It gets boring watching the maxed out house shoot 30 more waves of slow enemies. Perhaps let the player control the gunner, and implement new upgrades (Peirce, bullet velocity, house health, traps, etc.). 

Upgrades prices are glitched. Sometimes the next upgrade costs less than the previous, or even goes into the negative and giving the player free souls. Bullet count price drops to 0 after level 40 or so.

I love the idea of a horror-themed typing game, but maybe kern the font spacing a bit. The scratchy and jagged letters can be hard to read in longer words, let alone in time to type them. 

A score/survival time display would be nice too.