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I walked a lot and didn't find the Abhorrent Hollow.

tbh I didn't really enjoyed my experience. I can explan why:

- it miss a goal, at the beginning I am thorw in the middle of nowhere not knowing my goal. And the level design don't bring somewhere, I feel it's just a random city and I don't feel intention in the path, lot of item eveywhere and I am lost. --- to solve that you may need to design your level design with at least key element the player can use to know where it is. And maybe some smoke or explosion somewhere which catch your attention and you try to reach it navigating in the city

- the sfx of walking is quite annoying, to lood, always the same. You should add some random in pitch and volume

- opponent are repetitive and the patterns are not really visible. I don't know how many attack opponents had, but I felt they had only one. In a soul like game what you target is to have variety of attack with discernable pattern. The goal of the player is to learn those pattern and react to them accordingly. And sometimes the opponent hit me like 5/6 time in what seem to be one attack, don't get what make him do that or not

- repetitive loot. The loot felt always the same. And finding ammo without having a pistol is really frustrating

- balancing of weapon, before I had a katana I could kill no one, afterward I was unkillable. Didn't feel it was deserve, only I found the good loot.

- art direction is not matching. Character and environment have two completly different art style

- the run consume a looooot of energy and don't seem to really give a boost speed

- miss some feedback when energy bar or life is low

- invisible opponents can be a good idea. Would have prefer a game focus one invisible enemy, one weapon for the player. And a boos figth all around that

I know it's harsh, I apologies, but I believe you ask to people to play to get feedback, so I prefer to give honest feedbacks to help you if you find those feedback relevant.

DOn't hesitate to rate our game (and to be full honest) : /jam/brackeys-16/rate/4942051

(1 edit)

Thanks for trying our game, i'm sorry you didn't enjoy your gameplay experience, here's some explanations according to your observations on the game:

1. You're right, the map is too big (it's a city after all), but if you only follow the roads it's imposible to get lost since the items where placed near them and the city road layout is not too complex, for the progression, there's actually a hint of the direction you must follow to get to the Boss when you rest at Campfires (the character sits facing at a fixed direction, the camera position needed adjustment when resting at a Campfire tho).

2. Footsteps sounded fine to mme (maybe i'm deaf xd), for the variation there's actually a pitch shift (+-1), looks like i need to increase it a little bit.

3. Yep, there's only 2 enemy types an 1 Boss, i wanted to add more but the jam's deadline was too close to do that.

4. There's a reason why it feels repetitive, the Campfires do not restore your health items so you'll have to get them yourself, also the ammo were placed near the zone were the Glock is located, so their placement serve as a hint.

5. The weapons where placed according to the map progress, Baseball Bat for the beginning, katana for the middle area, with the last weapon being an exception (you need to do a detour from the main path, so the Glock it's located directly behind the boss room).

6. Yeah, that's the hardest part to do since the environment assets are not custom made, Kuwahara filter was used but still wasn't enough for the desired look.

7. Well, the player character is only human after all...

8. The player is supposed to always look at the stamina and health bars, other than that, there were missing animations for the locomotion to indicate when the player is going at normal speed --> running, around 16 animations just for the player an weapon locomotion, excluding enemies, also we couldn't find an animator for the jam so there's that...

9. That wouldn't make sense in a big city environment tho...

Hi, thanks for the explanation :)

I relaunch it this morning to test out more because I didn't found any fire camp yesterday (even if I hand 70+ healing potion & 24 ammo).

So I follow the road, and finish the boss with 75 healing potion remaining and 24 ammo. And didn't find the glock.

After winning, I did launch again to find the camp fire and finaly found one. There are too small, or not indicated enough if their purpose is to guide the player to the boss. 

And just before the boss there is a huge blocker on the road (a building on it) so without your tips I would never have go through it as building looked as place that we should not go in.


---

2. for the step sfx, I mean add some randomness, it look like there is 2 sound of footstep and that's it.

Yeah, i noticed the campfires are not visible with the postprocess applied, i'll set their parameters to lit next time so they can be seen more clearly, for now i made a map that shows important locations in the game, you can check it out in the game's website for now, it'll be added in the game in future updates.
For the footsteps sfx, i noticed the wrong file was used instead of the sound cue that contains more variations. so that's another fix i have to do in the next update.