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Looking for Feedback on My Psychological Horror Game — No Such Floor

A topic by quasart1 created 5 days ago Views: 115 Replies: 8
Viewing posts 1 to 5

Hi everyone!

I've been working on a short first-person psychological horror game called No Such Floor, and I'd really appreciate some honest feedback on the current demo.

You play as a night-shift hotel employee working alone at an old hotel. What starts as a normal night job slowly becomes increasingly strange as the hotel's elevator begins taking you to places that shouldn't exist.

The demo focuses on atmosphere, exploration, environmental storytelling and unsettling encounters rather than relying entirely on jumpscares.

I'm particularly looking for feedback on:

• Does the opening hook you quickly enough?

• Is the atmosphere and tension effective?

• Is the pacing too slow or too fast?

• Are the objectives clear without being too hand-holdy?

• Which moments felt the most memorable or unsettling?

• Did anything feel confusing, frustrating or unnecessary?

• How was the overall visual/audio presentation?

• Would you want to play the full game after finishing the demo?

You can play the demo here:

https://quasart1.itch.io/no-such-floor-official-demo

I'm especially interested in honest criticism. Don't worry about being harsh — I'm still actively working on the game and want to use the feedback to improve the demo.

Thanks in advance to anyone who takes the time to play it!

Hey! I saw your post looking for feedback on No Such Floor. I'm currently building Whyward Studios, an indie game design consulting service, and I'm looking for a couple more developers to work with while I finish testing the format of my Concept Forge reports.

Rather than just giving you a few comments after playing, I'd be happy to play through the demo and put together a structured design report covering things like the opening hook, pacing, objective/player guidance, tension and atmosphere, friction points, and whether the current experience creates enough momentum to make someone want to continue into the full game.

I'm offering these first reports completely free while I build out the service and portfolio. No obligation beyond letting me know afterward whether the report was actually useful to you.

If you're interested, I'd be happy to take a look at No Such Floor.

Hey friend, yes of course I am interested. I would appreaciate it if you do that. I am looking for your feedbacks!

(+1)

Awesome, thank you! I'll grab the demo from the link in your post and give it a playthrough. I'm working around my current work schedule, so give me about a week or so to put the Concept Forge report together. I'll reach out when it's ready!

(+1)

The hotel-elevator concept sounds like a strong setup for psychological horror. Are you planning to make each strange floor feel noticeably different, or keep the changes subtle so players slowly realize something is wrong?

(+1)

Hey, thank you so much for playing my game. Yes I am planning so much features about floor paranormals. Since its just a demo, I only did this much. But i really liked your slightly change every floor a little bit idea. If you have more to talk or discuss please consider to join my discord channel https://discord.gg/pKxyZBeehA

(+2)

Fikir baya güzelmiş :) Otel ve asansör konsepti de korku oyunu için çok iyi olmuş, özellikle yavaş yavaş gerilimin artmasını seviyorum. Ellerinize sağlık.

(+2)

Cok tesekkur ederim yorumun icin, yorumlarinizla birlikte gelistirmeye devam edecegim. Eger daha fazla onerin varsa https://discord.gg/pKxyZBeehA discord sunucuma katilmayi dusunebilirsin.

The premise of No Such Floor is brilliant — there's something inherently terrifying about working an empty night shift at an old hotel and having the elevator take you to floors that technically shouldn't exist. That slow-burn liminal dread beats cheap jumpscares every single time. In psychological horror, environmental storytelling carries the whole experience: an antique brass luggage cart left in an empty hallway, a vintage floor dial with faded numbers, or a buzzing rotary phone at the front desk. I'm a 3D artist working in Blender, specializing in atmospheric, game-ready props with clean topology. If you have an environmental prop in your backlog that would elevate the vintage hotel atmosphere, I'd love to model and texture 1 custom test asset for your game completely on the house. I'll provide an optimized mesh ready to drop into your lighting setup. If you'd like to test an asset, feel free to reply here, ping me on Discord at antinarrys, or reach out at roman.zbor.uk@gmail.com!