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Feedback for your game. (Сlosed)

A topic by Solartion created Oct 24, 2024 Views: 3,620 Replies: 160
Viewing posts 1 to 20 of 54 · Next page · Last page
Submitted

Hello everyone! I want to try playing your games and provide as objective feedback as possible here. If you're interested, send me links to your game, and I'll take a look when I have free time.

Also, if you're interested, feel free to give your objective feedback on our game as well: /jam/scream-jam-2024/rate/3038320

Submitted(+1)

Heres mine if you're interested!

https://pixelyarn.itch.io/shadows-of-memory-chapter-one

Submitted

Thank you for sending over your game. I just finished playing it.

Let me start with the positives:

  1. I really liked the visual style. I think you should keep developing in this direction, particularly in storytelling through illustrations, as it shows a lot of promise.
  2. The music is fantastic! It does a great job of capturing the suspenseful moments throughout the game and emphasizes the uniqueness of the project. There are quite a few sound samples that aren’t overly repetitive, which is refreshing. It’s clear that a lot of effort went into both the music and the visuals.
  3. The storyline is well-developed. I love that you’re focusing on the narrative, and the genre and gameplay choices really fit your vision.
  4. I appreciated that if I chose an option leading to the main character's death, I didn’t have to restart the entire game. The option to continue from the decision point is very convenient.
  5. Even scenes leading to the protagonist’s death are carefully crafted. I liked that the individual story branches are visually detailed and richly depicted.

Now, here are some areas for improvement:

  1. Sometimes, the music loops don’t transition smoothly, which can be a bit jarring. It was something I noticed right away.
  2. I found the dialogue box system a bit confusing and wasn’t sure why it was set up that way. I figured it out by the middle of the game, but it could be simpler. I think a single click to change text might work better.
  3. The text appears quite slowly. It’s a minor issue, but a faster text speed would improve player interaction with the game.

Final thoughts: the game is crafted with heart and attention to the story. It might help to make the plot a little clearer for the average player, as it became a bit challenging to follow the storyline near the end. I’m confident you’ll be able to release all three chapters of your game. When the new chapter comes out, let me know—I’ll definitely play it!

Submitted(+1)

Thank you very much! This is the best review I've gotten so far.  I'll make the dialogue system easier to navigate by highlighting the text box so players can click it before pressing the forward button.  I tried changing the scenes in the story by having the player just click the text box, but that didn't work because of the limitations in Gdevelop. I'll definitely re-release the first chapter by improving what you just wrote down. The other chapters will clear the plot more, since the first part was made to get people to ask questions they would later want answered.

(+1)

Here's my game! I'll play yours first thing when I get home!

https://hangingbrain.itch.io/night-drive

Submitted

Hi! Thanks for sharing your game. I had a lot of fun with it! I'll start with the positives since there are clearly more of them:

  1. The visual style of the game is a real treat. The illustrations aren’t just well-made; they’re done in a pleasing style that I really enjoyed. The main menu screen alone shows a high level of artistic skill from the developer.
  2. I was glad to see plenty of settings in the main menu and a user-friendly interface in the dialogue window. I especially appreciated that you can skip the dialogues when starting a new game. At first, I didn’t notice this and was going to list it as a downside, thinking I had to listen to everything again, but once I looked closer at the menu, I realized it was all set up for user convenience. Well done!
  3. The music is fantastic. I enjoyed how it builds as you progress through the game, which really highlights the tension. I love how the visual style and music complement each other.
  4. I was delighted to see the parallax effect on screen objects. It’s a small detail that adds to the quality of the game, especially for a 2D game.
  5. It’s great that you paid attention to road animation. It adds liveliness. I would have been okay with a static image, but an animated background is much better.
  6. I liked the structure of the text. It’s easy to read, and it’s not overly complicated. It’s not written in a complex literary style, but it’s artistic enough. The text strikes a good balance in writing. Personally, I enjoyed reading it, and the text layout didn’t distract me from the game.

I wouldn’t say there are any major downsides to this game because it’s very well-made. I don’t even want to find any, honestly, since I enjoyed the game so much! But if I were to nitpick, here are a few points:

  1. I didn’t like that there are timed events in the dialogues. Personally, I always get annoyed when there’s a time limit on dialogue choices.
  2. For all the visual style, I would have liked to see more illustrated endings. The game often cuts to a dark screen, but that feeling comes only because I wanted more of your illustrated style!
  3. This isn’t a downside, just a question: Why does the main character look so much like James Sunderland?

In conclusion, the game is awesome! I didn’t add the story to the positives since I think that’s subjective, but it’s very good. The idea of finding ourselves in such a situation is incredibly captivating. The game is beautifully done—thank you for creating it!

(+1)

Thank you so much for the feedback! It really means a lot! I'm so gald that you meioned the chage of the music, I was sightly worried that people wouldn't notice since it's such a short read. 

Yeah, I've heard how people hate the timed choices in general, but I just need an extra choice indicates the protagonist panicked and didn't know what to do (which will affect the following story, very vaguely though). I guess I'll set a longer timer for this one so people can intentionally wait out the timer to get to that branch.

When I was working on the character design I was just trying to make him as vanilla as possible so he could be somewhat relateable. Now that you mentioned James Sunderland, I guess I do see some resemblances, haha.

Thanks for playing my game! So glad you enjoyed it!

Submitted

Don’t worry about the music going unnoticed. I immediately noticed how the music changed tone and developed as the game progressed.

About the timed dialogue choices: I actually understood that you wanted to show panic—I just forgot to mention it. It might indeed be the best choice for that moment. I just had to nitpick something for the sake of having a few criticisms; otherwise, there would be too few negatives for the game, haha.

As for the character, the psychological profile—even if only vaguely—seems similar. The car, the pipe in the trunk, the soft blond hair with bangs... It’s all there, so I’m surprised you weren’t aiming for that resemblance!

Submitted(+1)

Hello there!

You can try to avoid the chaser for go back into your bed: /jam/scream-jam-2024/rate/3059265

Good luck!

Submitted

Thanks for sending the game link! I’ll start with the positives, as always:

  1. The graphics are nice; it seemed like they were sourced from third-party assets, but I don’t see that as a negative. The assets are chosen wisely and work well together.
  2. The music is tense. I wouldn’t call it outstanding, but it fits the mood well.
  3. The main character’s voice acting is funny. I laughed at her reaction when the lights went out.
  4. It’s cool that you went beyond the typical “running from a monster down hallways” mechanic and added some helpful perks. The blood trail idea is great, though I’m less sure about the sprint and jump options, especially since they appear as bonuses near the end. But I’m glad you included these—it made the gameplay more interesting.

Now for the negatives:

  1. A couple of times, I got stuck in textures. Once, I was running up the stairs and got stuck in the middle of the doorway, as if there were a collider box there. I came back to it later and had no problem getting through, but it felt unfair at that moment.
  2. I didn’t quite understand what the circles on the floor were for or if they’re needed to complete the game.
  3. The controls felt odd, and I don’t think they were intended to be that way. However, it’s still playable.
  4. At one point, I reached a fireplace with a bright light coming from it. I stopped, thinking the monster couldn’t get there and that I could take a break from the chase. But the monster ignored the fireplace’s light and killed me anyway. This is debatable, but I’d have liked it if the light affected the monster.
  5. Some rooms were so dark that I had to keep dying and using trial and error to find the path. It could be my monitor’s brightness, but adding a brightness setting might help.

Overall: Great game inspired by a meme. I think memes are one of the best sources of inspiration for humorous games, and yours has that touch of humor. I liked that I got better with each attempt, and the blood mechanic strangely reminded me of Dark Souls, haha. I finally made it to the bed but died 19 times along the way. It was nice seeing stats at the end that showed this. Thanks for the game!

Submitted(+1)

Thank you very much for your time and feedback, it’s very helpful to us!

So we’ve got some work to do on understanding objects, difficulty and adding certain mechanics, such as the impact of light as you recommend, which is a good idea that we actually had in stock.

Submitted

Will you reveal the mystery of the glowing circles on the floor? :)

Submitted (2 edits) (+1)

Like this?

It’s an special item to unlock: if you walk on it, you unlock this item in your kitchen. We have write an little article on this here. :)

Submitted

Oh, now I understand! Thanks for saving me from sleepless nights Х)

Submitted(+1)

You’re welcome, there’s clearly no in-game explanation for this. I still can’t decide how to do it right. We’ll think about it!

(+1)

Hiya~
Rate LOCKED-IN by GreenZeen for SCREAM JAM 2024 - itch.io

Submitted

Thanks for sending the game! I’ll start with the positives:

  1. I found localization options in the settings. Although I don’t know Spanish myself, it’s great that you added language choices.
  2. The style and visual design are very cool, reminding me of old-school games. I really like that.
  3. The retro horror sounds are fantastic, reminiscent of games like RE and SH.
  4. The jumpscare when the monster reaches you is genuinely creepy. I loved how it was done, especially the scream!
  5. I appreciate the added mechanics, like pushing cabinets. It adds to the tension.
  6. And yes, the retro horror-style cutscenes are amazing. I think they’re a highlight of this game and should be used more often. I also loved the final credits scene—it’s very clever and stylish.

Now for the negatives:

  1. I didn’t quite understand how to exit the room barricaded by the cabinet. That’s where the monster first caught me. The second time, I realized I had to go toward the square, but it would be clearer if you used the same pointer arrow that appears on the cabinets.
  2. I wasn’t a fan of the linear level progression. It would be great if there were more freedom to explore the school and visit other rooms.
  3. After picking up the key, the monster appears and is more aggressive than usual. My first instinct was to hide in a cabinet, but the monster ignored it. It might help to give players a prompt to run, like “Run! He knows where you are!” or something similar.
  4. I wasn’t quite sure of the purpose of the flashlight. It only slowed down movement. I read other users’ comments, and it’s clear you made the scene brighter, which was a good choice, but now the flashlight feels unnecessary. Perhaps you could add a special mechanic or quest involving it. I thought maybe it could stun the monster briefly, but when I tried, it didn’t work.

Overall: The game is fantastic! I love the retro horror style, and the cutscenes are incredible—I’d love to see even more of them. It would be awesome if every significant event in the game had a cutscene. For example, when the monster emerges from the bloody pentagram, a spooky scene as a cutscene would be amazing. I’d also love to see deeper level design and even other characters that could be saved, each with their own presentation and backstory explaining the monster’s origin. With more characters, cutscenes, and detailed level design, this game would be next-level! Thank you for the experience—it was a pleasure to play!

Submitted(+1)

Hiya there!
here's mine
https://itsmedevroland.itch.io/flesh-of-your-craft-1
Good luck with it, its a bit hard, and you'll definitely need :,)

Submitted(+1)

Thanks for sending the game! I’ll start with the positives:

  1. This is a crazy art style that instantly sets up a unique and unusual experience. Honestly, the style is so wild that I physically felt like I was inside the mind of a mentally unstable person—in a good way :)
  2. The death screen is creative, with pop-up windows that feel quite original. I also didn’t immediately notice the QR code that opens in the browser; I tried scanning it, and it led to a website name and password. Unfortunately, I couldn’t figure out how to access the site. Maybe I missed something?
  3. One thing I understood right away, and from the gameplay too, is that the developer is pursuing their own vision of gameplay. This is very cool since games this unusual are hard to find.

Now, the downsides:

  1. I was really confused by the registration process before starting a new game. It felt strange. If this is for a leaderboard, it doesn’t seem worth it.
  2. Since the game is difficult, the long intro screen was unexpected. Having to wait each time before starting again feels tedious.
  3. At one point, the game just threw me down to the ground. I wasn’t sure what happened, and it repeated several times. I don’t think I did anything wrong—it just felt unfair. If that’s the intended design, I didn’t quite connect with it.

Conclusion: This is a very strange game, and I can’t say I enjoyed it, but maybe that’s not the point. It’s unique in its own way and doesn’t follow typical game design. If it were more refined and developed, it might resonate more with me. But for now, I think I’ll clear my computer of potential viruses :) Thanks for the game!

Submitted

I would also appreciate it if you would play our game /jam/scream-jam-2024/rate/3038320

Submitted(+1)

Hope you like it !! 
https://dastardlyfool.itch.io/any-port-in-a-storm

Submitted

When I download the game folder, Windows reports that it contains a Trojan virus. Is this issue only on my end, or is there something you can do about it?

Submitted

seems to be an issue on your end, unfortunately it’s super common for itch to give false positives on new games, if you’re getting the virus pop up don’t worry about playing it !!

Submitted

Alright, but I’ll still take the risk and play your game. :)

Submitted

Yes, I did end up playing, and here’s what I can say.

Positives:

  1. The music and visual design are fantastic. Although the small game screen was a bit restrictive, it didn’t distract me too much. I especially want to highlight the music, as it’s haunting and sets the atmosphere perfectly.
  2. The story is incredibly eerie and interesting. It immediately reminded me of the 2019 film The Lighthouse—it felt like this game might have been partly inspired by it.
  3. The text work is also excellent and really immerses you in the atmosphere of the game.

Negatives:

  1. This is subjective, but I found it hard to read the text due to the font, especially when it jumped around. It made my eyes hurt and get tired quickly.
  2. Unfortunately, the skill-check gameplay mechanics didn’t add much beyond being a distraction from the reading. It’s good that they are connected to the story and help convey it, but I was disappointed that failing didn’t lead to any consequences.

Conclusion: It’s a bit frustrating that my critiques are somewhat subjective, although I do feel they’re valid. If the game had more gameplay mechanics (nothing too complex) with real consequences that impact the storyline, I think it would take the experience to the next level. Overall, it’s a wonderful story that was interesting to dive into. Thanks for the game! :) 

Submitted

I would also appreciate it if you would play our game /jam/scream-jam-2024/rate/3038320

Submitted

Of course ! Your game is on my list to play, I’ll be sure to give it a try before tomorrow !!

Submitted(+1)

/jam/scream-jam-2024/rate/3059117

Submitted

Hi!

It’s a pretty strange thing that’s hard to even call a game. It feels more like a virus than a game. Sorry, but I decided not to run it on my computer.

Submitted

i had 3 days man

Submitted

Honestly, the file name really threw me off! If it’s meant as a joke, I didn’t quite get it.

Submitted

I always read the game page thoroughly. I didn’t find any information stating that the game was made in 3 days. I just made my conclusions based on what I saw.

Submitted(+1)

Hi! Here’s mine if you’ve got time, please be as honest as possible cause I am quite aware it’s not great >:P

https://phosphorus-cat.itch.io/ferosystema

Submitted

Hi! Thanks for sharing your game!

Positives:

  1. Great boomer shooter style. I love this style and similar games.
  2. The gas mechanic is a good idea—it creates an immediate sense of anxiety, as if something is about to attack.
  3. I liked the focus on sound orientation, but I’m not sure if enemies need bells. Maybe just footsteps and growls would make them scarier.

Negatives:

  1. I know it’s classic, but this might be personal preference—vertical mouse control would allow for a more detailed exploration of the environment.
  2. Enemies die in a strange way, as if they’re kneeling. I’m unsure if this is intentional, but if so, an explanation could add intrigue.
  3. Unfortunately, the monsters all look the same. It would be great to have more dangerous or at least visually varied enemies, as encountering new opponents motivates players to keep going.
  4. The game is a bit too easy. Even when I ran out of ammo at the end, I could simply avoid enemies to finish the game. This lack of challenge makes health items feel unnecessary, as I didn’t use them at all. Consider making enemies faster and craftier, adding traps like floors that drop players into a crowd of monsters, introducing melee weapons, and reducing ammo while compensating with pistol damage. Don’t be afraid to challenge the player.
  5. The game is too short. I was disappointed when I reached the end screen so quickly. I enjoyed exploring the strange industrial environment, which had its own charm, but the game’s abrupt end cut this short.

Conclusion: The game could benefit from more development time and additional content, but it already has a solid foundation! I enjoyed wandering through the factory and would love to see more interesting places or even characters to interact with. With improved controls, more varied enemies, and a stronger challenge, the game would truly shine and be fantastic!

Thanks for the game!

Submitted

Enjoy:) 

Rate Apocalypse Eats by dothouse0 for SCREAM JAM 2024 - itch.io

Submitted (1 edit)

Thanks for sharing your game!

Positives:

  1. The illustrations in the intro scene are amazing. They really impressed me!
  2. The loading screen with animations is fantastic! It looks meticulous and mesmerizing!
  3. The visual style and animations for the enemies and main character are excellent. It all looks very polished!
  4. I loved the detailed text-based tutorial, which manages not to be overly tiring. Plus, it has a funny twist with the “psycho” character—his dialogue is hilarious!
  5. On the first level, I didn’t understand why the trash cans weren’t working and why the zombies weren’t dealing damage. I thought the game might be broken or unfinished. But on the second level, everything worked fine. Is this intentional? If so, it’s an interesting choice. I was surprised by the variety of little mechanics and collectible items. There’s a bat, shotgun, boots—and I even found a moped that sent my speed skyrocketing! These elements make the gameplay really engaging and addictive.
  6. I noticed that the maps seem randomly generated, or maybe it just felt that way. If they are, that’s a great feature!
  7. The mechanic of searching trash cans is a great risk-reward balance, between risking a bite and wanting to find something useful.
  8. I was really surprised to see a game hub, and it even includes difficulty settings, customization, and upgrades for the main character. That’s fantastic!
  9. I also found a laptop for customization using in-game currency, which really motivates spending earned money.

Negatives:

I’ll keep this in one paragraph since there aren’t really any negatives, just questions. Was this game really made in 10 days for a game jam? Seeing the number of polished mechanics made me doubt it. I read some other players’ comments and saw that you mentioned it was an unsuccessful prototype you abandoned a year ago. Well, I won’t judge or lecture—I’m here for the experience. I’m glad the game jam encouraged you to bring this project back to life because it turned out great! If you dial down the difficulty a bit and add more collectible items, turning it into a sort of roguelike, this game could be released on mobile and would likely be very popular. Thanks for the game, and good luck! :)

Submitted

/jam/scream-jam-2024

Submitted

Hi! Here’s the link to the Scream Jam page. Could you please send the link to the game?

Deleted post
Submitted

Thanks for sending the game link! I’ll start with the positives.

Positives:

  1. I immediately noticed there are a lot of options in the main menu. It’s always great when a game jam entry includes customizable settings in a short development time.
  2. The menu music is very atmospheric and has a Silent Hill vibe.
  3. The environmental sounds are highly immersive. I especially enjoyed the satisfying crunch of snow underfoot—it’s fantastic!
  4. The environment itself is really well done! The interiors are detailed, filled not just with furniture but also with items that seem to tell a story, revealing hints about the bunker’s purpose or what happened to the missing group.
  5. I was pleasantly surprised after starting the generator; I loved that the lighting appeared both outside and inside the building.
  6. The generator quest is well-implemented, despite a few minor issues I’ll mention in the negatives. I appreciated that it wasn’t just a simple task but had some complexity to it. Adding a physics-based puzzle (like in Half-Life 2 or Penumbra) would make the quest even more engaging.
  7. I’m also a fan of PS1-style graphics and games in the vein of Silent Hill and Resident Evil. The game’s atmosphere is cozy, like being wrapped in a blanket.

Negatives:

  1. I immediately noticed the mouse sensitivity was too slow, even at the maximum setting. Also, the smoothness of the mouse movement was a bit disorienting for me. I understand this is subjective.
  2. As soon as I got off the snowmobile, I noticed the watchtower and ladder. I wanted to climb it but couldn’t; I just walked through it as if I were a ghost, which was a bit disappointing. A journal from the missing group would have fit nicely up there.
  3. I wanted more interactive items, with the protagonist giving inner comments about intriguing surroundings. For example, when approaching a door, he might say something like, “It won’t open, no power.” This would help explain what’s needed next.
  4. Bugs: When I first picked up the crowbar, pressing the mouse button made me drop it. I was surprised to see it fall with physics, so I experimented a bit, but after a few seconds, it just vanished, forcing me to restart the game. I also got stuck between the electrical meter and the bunker door building.
  5. A minor issue with the quest I mentioned in point six—very small interaction colliders on objects. Since there’s no crosshair on the screen, I had to search for the exact point of interaction to press “E.” It would be better if the collider were larger, so players don’t have to pixel-hunt.
  6. When I opened the bunker, I was ready to enter, but a demon suddenly attacked me from behind, killing my excitement. I have mixed feelings about this ending. I know it’s meant as a placeholder since you’re developing the game further, but it felt a bit abrupt. Honestly, it would have been better without the monster; I’d prefer the game ending with a “to be continued” screen upon entering the bunker.

Conclusion: This is a well-crafted project clearly inspired by classic horror ideas, though it reminds me more of Penumbra than Silent Hill or Resident Evil. The description mentioned a feeling of paranoia and tension, but I didn’t really feel that. I was more focused on the generator quest than on being scared. It might help to separate segments where quests happen from those where exploration and potential monster encounters take place. My critique may seem extensive, but that’s because I really enjoyed your game, and I’d love to see it polished up into a full version. Thanks for the game!

Deleted post
Submitted(+1)

if you’d be willing to play mine I’d really appreciate it! Here’s the link: https://sojourn-studios.itch.io/requiem-1998

I’ll give your game a try today as well!

Submitted(+1)

Hi! It wasn’t easy, but I managed to finish the game :) I’ll start with the positives.

**Positives:**

1. I always appreciate in-game settings in the main menu. It’s great to have the option to customize the game.

2. The PS1-inspired style is spot-on, and I love it. Special shout-out to whoever decided to add the PS1 startup screen at the beginning—it really hit me with nostalgia.

3. It was nice to see animations change based on the character’s health level, making gameplay feel more realistic.

4. I found a hidden room with corpses in the cave and picked up a shotgun. It was a nice surprise, and I assume it was an optional find. It’s always great to discover hidden areas in a game.

5. I loved the audio tapes; it’s much better to listen to the story than to read and break the game’s flow.

6. I expected cultists to be the only enemies, but then a new type appeared and surprised me—and killed me a couple of times.

7. The inventory in RE style is awesome, and I noticed a quick-access slot (which I didn’t actually use).

8. The pop-up Windows message asking, “Are you feeling lonely?” was something I truly didn’t expect—a clever fourth-wall break.

**Negatives:**

1. The camera was a big issue. The game has a classic horror feel with tank controls, but the camera jumps all over the place. I was glad to see the third-person shooting mode, though I only realized what the eye icon was for at the end. Initially, I thought it was an indicator of enemy vision and only later noticed it controlled the third-person view, which wasn’t intuitive. The camera needs some work.

2. Sometimes, when approaching an item, I couldn’t interact with it until I moved closer, even though the interaction icon was showing. The icon appears before you’re actually close enough to interact.

3. When listening to an audio recording, the voice on the tape and an enemy whispering overlapped, creating a sound mess.

4. At the start, there’s a developer’s note in a dead hand on the roof. At first, I tried jumping to reach it, then thought I needed to shoot it down, which just wasted my ammo—not a pleasant experience.

5. The character model sometimes disappears, especially during cutscenes.

6. The gun’s damage is strangely similar to the main character’s kick. I don’t think a kick should equal a gunshot, but the game treats it that way.

7. There’s no visual feedback when the protagonist is hit by an enemy, aside from an animation that only shows after the fight.

8. It’s odd that you find shotgun ammo before pistol ammo, even though you find the pistol first. This could be a resource management issue, or maybe I just missed the pistol ammo.

9. I noticed that items don’t respawn after death. After my first death, my flashlight, which I’d previously picked up, was gone. I had seen a code on the wall using the flashlight, but I couldn’t remember it since I was attacked right after. When I returned for my items, the flashlight was missing—maybe the monster took it.

10. I managed to skip the second gate code by parkouring over it. I’m not sure why there’s parkour in a tank-controlled game, but it saved me time on the puzzle. Although I’m grateful, it’s still a downside since it allowed me to bypass part of the game. However, if that was intentional, consider it a positive.

11. The pipe weapon behaves strangely. Sometimes it seemed like the character ran out of stamina and switched to kicking while still holding the pipe. Switching weapons fixed this, though.

12. By the end, the music was overlapping and created quite a noise.

**Conclusion:** Whew! The game is strange; it has a lot of cool and odd elements and a bit of both positive and negative experiences. For example, I broke a cultist’s flashlight at the start, which was funny, though maybe that’s why my flashlight went missing later—the cultists took what was rightfully theirs from my corpse. The parkour mechanics felt like they’d been left on by default. The cultists’ whispers were amusing, especially when I kicked them while they were in ragdoll mode and still talking. There was a strange message on the gate about hiring workers—is this an in-game offer or an actual job post for a modeler? Haha.

**About the Ending:** After the Windows pop-up, I chose to let the developer take control. He agreed, and then I saw him standing in a room with a TV. When a picture appeared, I thought, “Oh, the developer recorded himself in the game—cool!” After a few seconds, I thought, “Wait, he looks a lot like me…strange,” and only then realized it was a feed from my webcam. That part genuinely blew my mind. I was impressed but felt uneasy, realizing I was being watched. It was incredibly inventive and unexpected.

A fantastic experience, even if the game itself was a bit contradictory. You clearly put a lot of effort into it, and it shows. Thanks for the game! :) 

Submitted(+1)

Thank you so much for your incredibly detailed review! I’m so glad to hear you enjoyed the game, and I really appreciate the time you took to share both positives and negatives. Here’s my breakdown:

Positives:

1. Thank you! I’m really happy the settings menu stood out—it was one of those features I spent more time on than I probably should’ve, but I knew it’d enhance the experience!

2. Capturing the nostalgia of the PS1 era was one of my main goals, so I’m thrilled it hit home. The startup screen was a last-minute touch, and I’m glad it resonated!

3. Health-based animations were essential for getting that survival horror feel—totally worth the hassle to implement!

4. You found the hidden shotgun cache! It’s always awesome when players stumble upon those secrets.

5. The audio logs were definitely a must for immersion—I wanted to keep the pacing smooth while delivering exposition through various channels, including voiceovers.

6. Lurkers are definitely there to catch players off guard! They were really fun to design, so I’m glad they added some challenge to the experience.

7. I’m happy to hear the RE-style inventory worked well for you! I ran out of time for balancing the resource scarcity, but that’s high on the post-jam list.

8. The Windows pop-up was my way of breaking the fourth wall while keeping the player uneasy—I’m so glad it had the intended effect!

Negatives:

1. The camera system has definitely been tricky, especially with the fixed angles and tank controls. Camera transitions are hit or miss on different setups, so I plan to rework and optimize that post-jam. Also, I hear you about the third-person view—better tutorialization is needed for sure!

2. Thanks for pointing out the interaction distance issue—I’ll work on fixing the sensitivity there.

3. Overlapping sounds (enemy whispers + audio log) are on my post-jam bug list. Definitely frustrating and something I’m working to patch!

4.The developer notes are actually saved directly to your desktop when the text shows on screen! You likely have all of them unlocked already - if you do, there’s a ton of lore in there! The glowing rectangles attached to the hand on the roof are actually meant to convey data corruption, so I’m sorry that wasn’t clear.

5. The disappearing character model is intentional to avoid blocking the view, though the shadow bug is something I need to fix. Post-jam for sure!

6. The damage balance for weapons was left in debugging mode, so kicks and gunshots are a bit off. I’ll fix this for the full release—definitely shouldn’t be equal damage!

7. I experimented with hit animations but they interfered too much with combat, so they didn’t make it into the final build. I’ll revisit this and find a better balance.

8. The pistol ammo is hidden in the alley (maybe too well hidden, haha). The shotgun ammo placement was meant to hint at the shotgun cache, but I see how it could feel odd!

9. Your inventory items should drop on the ground where you died, so you can recover them—but I’ll definitely patch the flashlight bug you ran into!

10. The parkour system was a last-minute addition meant for small obstacles, but it’s still a bit buggy. I’ll refine the raycasts so it doesn’t let you bypass the game!

11. The pipe weapon bug is another tricky one. I’m still digging into the root cause, but I appreciate you flagging it—I’ll keep at it until it’s fixed!

12. I’m really sorry about the music overlap! I just pushed a fix for this a little over an hour ago, so I hope that’ll help in future playthroughs if you decide to revisit it. 

The Ending:

I’m so glad the ending twist got you! That final fourth-wall break was one of my favorite things to design, and I really wanted players to feel that sense of unease, being watched/controlled. Hearing that it worked is amazing! :)

By the way, have you checked out the developer notes or analyzed the audio files in the Requiem folder on your desktop? There’s a lot of extra lore and Easter eggs hidden in there, and I think you’ll enjoy piecing it all together!

Thanks again for your feedback and for playing Requiem! :)

Submitted

It’s always nice when responses address each point I mentioned. It’s just interesting to read. About the files on the desktop... I checked but didn’t find anything. I usually delete the game after I play it—maybe that’s why I don’t have the folder?

Submitted

Given your detailed feedback it’s only right to fully respond! :)

And interesting - it should still be there! The folder is stored on the desktop and titled “Requiem” - it should have a ReadMe file, and two folders inside it (one for unlocked audio, and one for developer notes). That’s one of the most stable features so I’d be surprised if it didn’t work. 

Submitted

Oh, I almost forgot too! You could give that in-game phone number a call and see what happens ;)

Submitted

I would also appreciate it if you would play our game /jam/scream-jam-2024/rate/3038320

Submitted(+1)

Even if it's not finnised I'd like to hear some more feedback:/jam/scream-jam-2024/rate/3059219

Submitted

Thanks for sharing the game link! I’ll start with the positives.

Positives:

  1. The graphics are simple but have their charm. It’s nice to see you animated the candle and gunshot—it looks really cool.
  2. I like the phone mechanic. It would be great if you could display messages directly on the phone screen instead of a separate screen since switching between the two feels a bit clunky.
  3. It’s cool that you can search many things in the house. I didn’t find anything, but I assume you’ll add more interesting items in the future.
  4. I love how you made different footsteps for different floor surfaces; carpet is quieter, and hardwood is louder. I nearly had a heart attack when I first stepped onto the pavement at the start—it was loud, unexpected, and funny.
  5. The game builds tension with darkness very effectively. It’s such a simple but powerful tool that’s surprisingly underused. Your darkness feels perfect. At first, I thought the flashlight was too dim, but then I realized it’s just right.
  6. I jumped at the first scare—the falling wardrobe doors from the second floor. That was unexpected.
  7. When I reached the basement door and entered, the endless dark corridor gave me chills. I had to admit, I even took my headphones off for a moment. I actually restarted the game because, on my first playthrough, I hit ESC to pause, but the game crashed, and I had to start over.
  8. It’s great that you have to hold the phone instead of the flashlight. The absence of light while holding the phone creates tension, as you anticipate a jumpscare appearing when you lower the screen.
  9. Usually, I make notes as I play to record positives and negatives, but after turning on the power, I was so immersed that I just kept playing, feeling both tense and intrigued.

Negatives:

  1. I noticed from the start that you can’t walk around the outside of the house. It’s not really a downside, but I would’ve liked to see the house from different angles.
  2. It seemed odd that the protagonist picks the lock instead of using keys the manager could have provided. Maybe I missed something, but it felt strange that he didn’t pick any other locks in the house.
  3. Toward the end, the tension was high—I was expecting a jumpscare or monster at any moment, especially after finding the gun. But instead, I had a fairly dull encounter with a screaming woman.

Conclusion: Even though the game seems unassuming at first glance, it has significant potential as a horror game. It’s a classic horror setup with darkness and a flashlight, but I enjoyed the brutal scenes with monsters and ghosts, and the basement lab adds a Resident Evil vibe. I’m glad it doesn’t end with a typical death screen; instead, it shifts towards a horror-action or survival-horror tone. The final finishing scene is intense and awesome. I’m curious about the stolen tape, so when you finish the game, please let me know—I’d love to play it again. Thanks for the game!

Submitted(+1)

Thank you so much for this great feedback! I will definitely use it for my future development of the game. The short time I had to make this game really decreased a lot of stuff I wanted to add( jupscares, new places, items to find and soo on). Thank you soo much for this feedback and belive me I will try my best to fix everything for rhe game release!

Submitted(+1)

/jam/scream-jam-2024/rate/3058775

Submitted

Hi! Thanks for sharing the game link! I’ll start with the positives.

Positives:

  1. I liked the variety of enemies, each with its own mechanics. They’re all unique in their way and have individual animations, which is commendable!
  2. The difficulty ramps up gradually, which is nice. Often, developers avoid challenging players for fear of disrupting their “fragile emotional state,” but here the game isn’t afraid to throw down the gauntlet—and that’s great!
  3. I enjoyed the pixel art. The background parallax is well done, and the color palette is cohesive and unified throughout.

Negatives:

  1. I was often killed by the bird, whose attack collider seems misaligned. It looked like the bird had already flown past, but when I let go of the space bar, I would die. I think the issue is that damage is tied to the sprite itself rather than to the enemy’s specific attack. It would be better if each enemy attack had a clear VFX cue, so players can visually understand when an attack happens. For example, the hand coming out of the ground was the most frustrating. I never quite knew when it would deal damage, and it often killed me even after I thought I’d moved past it. Since there are a lot of enemies and movement is slowed as a result, I would often stop right behind the hand and die as soon as I moved forward again. It felt unfair.
  2. The game’s pacing felt too slow. While it’s fun to hide from enemies as they pass, I think the game would be more dynamic if players could constantly move forward with a mechanic to switch planes or dodge enemies while running rather than hiding. This would increase the game’s tempo. You could even have the pumpkin’s speed increase gradually, making dodging harder. Additionally, giving the pumpkin a few lives (instead of permadeath) would be helpful—maybe two lives to allow some margin for error rather than punishing players with instant death.
  3. The music sample became repetitive quickly, especially if you spend more than 2–3 minutes in the game. It would be great if each new enemy added a new layer or arrangement to the soundtrack, creating an evolving dynamic and giving each enemy a unique musical presence.

Conclusion: It’s a good little game with a cute visual style. Personally, I missed having an endearing protagonist inside the pumpkin to keep players engaged, but that’s just my personal preference. I also read other players’ comments mentioning that you created the game entirely with code, without an engine, which is impressive. I admire your skill. Thanks again for showing me your game!

Submitted(+1)

We'll be happy to share!
/jam/scream-jam-2024/rate/3043340

Submitted

Hi! Thanks for sharing the game link! Here’s my feedback:

Positives:

  1. I immediately noticed the beautifully illustrated book. The artists clearly put a lot of love into the design. The monster illustrations and page layouts are very satisfying to look at.
  2. I enjoyed the visual style of the graveyard. It’s more cartoonish than realistic, which is a great choice—it creates a fun contrast between the cute/cartoonish style and the creepy graveyard setting.
  3. When the “running man” caught me for the first time, breathing nervously right by my ear, I honestly almost jumped out of my skin. I never got used to it and constantly flinched when he caught me.
  4. Thank you so much for including save points. I truly appreciate developers who respect players’ time. It was a huge relief to restart from a save, especially since the game is quite challenging.
  5. The scream of the girl character is genuinely terrifying. I felt real tension when I saw her.

Negatives:

  1. As others mentioned in the comments, there’s a lot of text. I agree—it might be better to spread the notes around the graveyard or to create a narrative system where, after each death, a new gravedigger arrives and adds entries about the monsters that killed the last one. It’s tricky with saves, but it could work. After the “running man” killed me, I wanted to reread the book, but I didn’t have it because I’d loaded a save. I guess I needed to press “J”? But I’d forgotten in the moment due to the amount of information I had to remember.
  2. Bugs: I kept a log of my thoughts while playing, and occasionally switched windows to make notes. When I returned, the mouse would stop working in-game, forcing me to restart.
  3. It’s disappointing not knowing how much stamina the character has left for running. It would help if the character became breathless toward the end of a sprint, signaling that they won’t be able to run anymore. Also, the character seemed to run very slowly, though that might just be my perception.
  4. I forgot about pressing “J,” so I couldn’t figure out how to deal with the “running man.” I think I’m not supposed to look at him? But sometimes he’d start running at me before I could even see him, which was confusing. Maybe I wasn’t doing it right, but he seemed broken and unfair.
  5. When the “screaming girl” caught me, I restarted at the save near the flower water. But the scream didn’t stop, so I thought she was about to attack me, but she wasn’t anywhere. I realized the sound had just bugged and stayed with me for the rest of the game.
  6. I agree with those who found the book font hard to read. It would be easier if it were simpler, especially since there’s so much of it.
  7. When I read the book, it said to place boards, cover them with soil, water them, and something else? Did I get that right? When I reached the grave, the order seemed off. First, we bring a lantern, then the boards, then the water. The grave model looked incomplete, making me think there was more to do. When the text told me to go to the main gates, I assumed I’d find a shovel or something. I was surprised when I realized the game just ended. I get that my expectations aren’t your responsibility and that you probably couldn’t implement everything you wanted in the jam timeframe, but the ending could have been more elegant. I wanted to know more about the girl’s backstory, for instance.

Conclusion: It’s a cool game, though it has some flaws likely due to ambitious ideas that were hard to fully realize within the limited time. I totally understand—I struggle with that too. Unfortunately, I don’t know how to create compact, small-scale gems like some developers do. But over time, this gets easier with experience. The book contained detailed monster descriptions, but I don’t think I encountered all of them. I never came across shadows or bloodsuckers. I also didn’t fully understand the danger from mimics or crows since I got rid of them quickly. As I mentioned earlier, I think players could get more out of the game by discovering enemy traits on their own. It would make things more interesting but also more challenging. I think adding more graves with fewer enemies would allow players to study them gradually. In any case, thanks for the game—this was a great experience!

Submitted(+1)

I Hope you like it ! We culdn't quite finish it.

/jam/scream-jam-2024/rate/3055863

Submitted

Thanks for sharing the game link! This was a unique experience, so I’ll start with the positives.

Positives:

  1. The sound-based mechanic is fantastic. I’ve seen games like this before but never really played them. I’d say your game is one of the first I’ve tried with this kind of mechanic. I love how footsteps create a noise wave with its own duration—that was really cool.
  2. It was great to find that environment objects also make sounds. There weren’t too many of them, but it was nice to see that this detail was included.
  3. I always feel relieved when a game has save points. The game isn’t exactly difficult, but I did make some mistakes, so I appreciate that the developer respects my time.
  4. The particle effect on the spacebar is a clever idea. At first, I thought it was a bit of a cheat since I could move slowly and press space to see where to go, making the louder sound waves from “F” seem unnecessary. But I’m glad I was wrong. You cleverly broke my assumption about “comfortable” gameplay by introducing a monster that’s hard to avoid, forcing me to use all my abilities. I loved the shelf room because the particles weren’t as effective there as I thought, and you can’t rely on them alone to navigate the final maze, which is great as it encourages using other abilities. This was a smart, elegant design choice without unnecessary complexity.
  5. Another rare quality in game jam entries: knowing when to end the game. After the final maze, I immediately felt it would be perfect if the game ended there, and it did. I never felt fatigued from overly long gameplay, and I appreciate that!

Negatives:

  1. The monster makes a sound that the player can hear, but it doesn’t factor into the mechanics. Logically, if the character can’t hear the monster without a sound wave reaching it, how can we still hear the “growling”? This confused me a bit, though I understand it’s a creative choice. If you’d considered this detail, I would have marked it as another positive.

Conclusion: This is a wonderful, compact game that I enjoyed so much that I immediately started thinking of ways to make it even better. You may already be aware of these ideas, but I’ll share my thoughts anyway:

  1. It would be great if the game had a bit of a horror element, like a silent observer following the player. This observer wouldn’t harm the player, just watch, creating discomfort. The player could discover it only through sound waves.
  2. Adding a bit of lore or story would be fantastic. For example, take inspiration from the game “The Dollhouse” from this same game jam. If the character were exploring a strange space and occasionally receiving guidance from a curator, it would be excellent. You could try playing that game to see what I mean.
  3. It would be nice if footsteps changed sound based on different surfaces. For example, carpets could muffle sounds, while glass could amplify them. This would be a great addition to your game—another example is the game “HomeInvade” from this jam.
  4. Maybe you could add a throwable item to explore the area? Throwing an item that makes noise on impact could help distract the monster or highlight a potential trap. I’m not completely sure about this mechanic, as it might complicate gameplay, which isn’t something I’d want. But it might be worth testing.

In short, I really loved the game, and I don’t understand why it hasn’t received more feedback. It’s fantastic and better than many other games that get constant comments in this jam. I feel your game is underrated and deserves more attention. Thank you once again—I thoroughly enjoyed playing it!

Submitted

I would also appreciate it if you would play our game /jam/scream-jam-2024/rate/3038320

Submitted(+1)

Hey please check out our game!
Its a story driven cosmic horror set in a dystopian future.
/jam/scream-jam-2024/rate/3059058

Submitted

Thanks for sharing the game link! I spent around 3 hours in it, mostly figuring out how our hacking device works.

Positives:

  1. The computer interface is very well designed and realistic. I like how visually appealing it is.
  2. I picked up on a lot of references here. First, in terms of the story, it reminded me of System Shock. Second, once I got the hang of the hacking device, it felt a bit like GTFO or Vampire: The Masquerade. I was a little disappointed I couldn’t change the interface color, but it’s great that you’ve based the core mechanic around this. I actually feel a bit smarter after playing!
  3. I appreciate the curator who helps the player, even though that might not align with the story. I got the impression that there’s another ending where we hack everything ourselves without the curator’s help and defeat the enemy AI, but I haven’t tested that theory yet because I spent a lot of time on the game.
  4. The message voiceovers are well-done. They’re funny and lighten the game’s dark tone.
  5. The graphics are nice—they don’t distract and fit the game well.
  6. The story is excellent. I suspected at some point that the AI was manipulating us but couldn’t pinpoint how. The plot twist about the AI communicating with us all along was really well done.

Negatives:

  1. I found it tricky to figure out how to bring the PDA to the character’s face. I eventually realized I had to hold down the right mouse button. A text hint would speed up the process.
  2. Despite the cool concept, there’s a lot of information thrown at the player without much preparation. Maybe that’s intentional, though—if the game were made too casual, it might lose its charm. I’m not sure how to solve this, but I spent a lot of time trying to figure everything out. Some players might turn it off due to the high learning curve.

Conclusion: It’s a great game, and I love complex mechanics, especially ones involving hacking. I was a bit hesitant to try this genre, fearing I’d spend too much time figuring it out, but your game was my first real experience with these mechanics. I enjoyed discovering how the PDA works, although I was a bit disappointed I couldn’t open all the doors, despite my efforts. Are there secret doors that can be opened? I thought there might be. It’s cool that you included a note-taking feature in the PDA—it really adds to immersion. I also found files on a server labeled “Lupercal.” Is that a Warhammer 40k reference? :) I enjoyed the game, and it would be great if you finished it, added more areas to explore, and included more hacking-based puzzles. Thanks for the game!

Submitted(+1)

Just played your game, rated, and left you feedback on your page! Here’s mine if you’d like to take a look: https://ziszle.itch.io/depths

Submitted

Thanks for sharing the game link! I’ll start with the positives:

Positives:

  1. The monster is genuinely creepy, with unnatural, unsettling animations that make it even scarier. Its scream adds to the sense of terror.
  2. It’s great that the game has save points. Respecting the player’s time is always commendable.

Unfortunately, that’s it for the positives, so let’s move to the negatives:

Negatives:

  1. The intro should have less text. An excessive amount of text right at the beginning can be off-putting for players—I found it overwhelming. As a player, I hadn’t even interacted with the game yet and was immediately hit with what felt like a full page of reading. I understand you want to tell a story, but it’s more effective to present it in smaller chunks. Once the gameplay engages the player, you can introduce more of the story. I’ve made the same mistake in my own games, so I know what I’m talking about.
  2. It’s unfortunate that the settings menu doesn’t work, especially with the high mouse sensitivity, which I found a bit irritating.
  3. You can see through doors by tilting the camera downward slightly. It’s more of a bug than a real negative, but I wanted to point it out.
  4. The flickering lights have a very consistent sequence, which feels unnatural.
  5. I didn’t really like that some notes are placed in areas where the monster is hunting. When I’m tense and focused on escaping the monster, it feels odd to suddenly stop and read a note. This creates a bit of a dissonance since it feels silly to pause for reading while being chased. Placing notes in safe zones, away from the unkillable monster, would make more sense.
  6. The monster’s AI isn’t very intelligent, and it’s relatively easy to escape.

Conclusion: It’s disappointing that I found more negatives than positives, but I hope you’re not discouraged by this feedback. After all, feedback is meant to help us improve. I also noticed some plot elements reminiscent of Silent Hill 2. If that’s intentional, it’s praiseworthy—I’m a big fan of the Silent Hill series. Don’t take my feedback too harshly; it’s just my opinion, and the game is still well done overall. Thanks for the game!

Submitted(+1)

/jam/scream-jam-2024/rate/3057559

Personally I'd love any feedback regarding the larger levels which are the ones I've worked on.

Submitted(+1)

Thanks for sharing the game!

Positives:

  1. The settings menu is a plus, allowing customization for controls and graphics.
  2. Visuals are well done, and I’d love to see more unique scenes in rooms—it seems like a matter of time to add.
  3. The music, both in the menu and throughout, sets a tense atmosphere without distracting.
  4. Exploring narrow spaces was tense—I expected a jumpscare around every corner, which added to the suspense.
  5. The monster design is creepy, like a human-insect hybrid.
  6. The sound of the monster’s footsteps adds immersion; at first, I rushed around but soon learned to move cautiously, realizing the monster has a hunting system. Very cool!

Negative:

  1. The monster’s sharp turns and animations felt a bit abrupt, which might look like a work-in-progress rather than an intentional style choice.

Conclusion: A solid Backrooms-inspired game, perfect for a game jam. The monster’s inability to fit through doorways became a strategic advantage I used to map safe routes, which felt rewarding. Thank you for letting players discover this themselves instead of spelling it out. I completed all four levels up to the credits but didn’t encounter the monster on the fourth level despite fully exploring. Maybe I missed a door choice? Overall, great game, thanks

Submitted

I would also appreciate it if you would play our game /jam/scream-jam-2024/rate/3038320

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