CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
The usage here does not fall under fair use, sadly.

metalblinga, its best that you use license free content from sources like creative commons etc. to for your music/theme/sounds solutions OR, get appropriate licenses from the content owners and carry on with your day.
I recently found a whole bunch on newgrounds so I might be using them in the future
 

over the edge

Active Member
Sep 3, 2018
660
192
Welp, 10 minutes in and I've been stuck for a while now, at 9AM I'm supposed to go outside to go somewhere with the doctor but when I talk to him all I can say is "Goodbye", went through every dialogue with the two women and clicked on everything in existence but still nothing.
same here ,i think that`s it for now.
 
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
The Good:
Models seem decent.
Sprites are decent.
Character sprite movement looks decent.

The Bad:
Lacking collision on dead trees
Bottom left collision tree blocks you from touching edge of map
A weird graphic glitch, a way to easily see it is go in the cabin, quick flash of vertical black lines happens sometimes when walking, might take a couple seconds doing it.
Cabin is way too big compared to its outside.
Looping Johnny Cash, should really end after 1 play.
MC gets dragged by female sprite when conversation finishes
When John tells Anna about Eve dying, Eve says ... and then Anna takes on Eve as a name.
A key for a room that has no door.
Grainy images especially Anna bath
I don't understand this cabin layout, supposedly owned by a super megacorp but is rusty, dirty, broken, yet new flowers and a shit ton of towels, a bowl with water candles, big fancy clean tub.
How is John looking in on Anna when that room isn't in the cabin?
Front door is locked, so John can't unlock a door from the inside, where the locking mechanism is?


The Other:

Options: this button does nothing. There needs to be audio settings, and video settings which is weird it doesn't have it since I think that is a normal thing that comes with any unity games.
Escape: it is supposed to pause, it says paused at the top, but clicking anywhere advances the text boxes, so not really paused.
Prenamed MC: A lot of people like to name them maybe as a self insert or funny words. Maybe think about allowing the player to name the MC, but also have a default name ready for those who don't care.
Weird that you can move with a controller, but the buttons do nothing.
The pause button on the top of the screen is weird.
30 minutes of your girl not breathing and no form of cold to keep cell death at bay. John she's dead, hell sometime past 15 and that is permanent brain damage to death.
Tell the player the keys to use would be useful, spent 5 minutes clicking on the cabin when it was a press E thing.
A log of previous things said so if things are missed they can be seen again.


Put the game through a grammar/spelling/punctuation checker. Examples below.
mother load : mother lode
a sign ealier : earlier
and a bunch more.
Hi, I'm really curious about what you think of the game now. Your feedback last time was very useful, thanks!
 

somebodynobody

Engaged Member
May 11, 2017
3,278
4,217
Hi, I'm really curious about what you think of the game now. Your feedback last time was very useful, thanks!
Over all the models are nice. The mystery is set up (a bit on the heavy side, but still there, personally I would rather the whisper lady start coming in later as a slow sanity/revenge break, rather than straight off the bat, you would have to hide the car portion though so probably a moot idea). Character introduction is happening.

Sound would be nice for door creaks and the like.

Main cleanups are the UI and the Text.



Menu Screens, if you move your mouse up and down fast, the white box outline becomes large, and then you get flashing when it moves off it. Might be easier to just remove the white box on hover, and add an icon on the far right of the box. This goes from intro menu, load and save menu, choosing to do the intro. It's bad.

Feb. 26 (instead of an arbitrary date, maybe just read the system clock to get today's date)

Intro seems totally different, I think I remember it was driving first, and then a rpgm like movement system?

Intro some grammar/language needs cleaning up.

Smoke coming from a distance : smoke in the distance.

she gone again : she's

Door going creek : creak

I saw a bunch of them, missing capitalization, saying "here" instead of there, etc.

Your stats screen is a bit large, might want to shrink it from taking up so much room. Also it is Persuasion.

The watch in the top left, using a stopwatch icon is okay, but the intro has a watch in it. So why not an old fashion type icon like it is?

The knock button oddly doesn't have a hover over change. Also if you hold left click and drag it will scroll, it will go back to the middle, just is kind of funny a button moving.

if you go to the save/load menu and click a game, it loads it. Might want to make save/load a bit more separate so people don't accidentally undue all their progress.

Being able to fast forward through already read dialogue would be nice.

Button to hide Text box UI so you can look around.

If you are inside the house and click the ???

When MC is talking it would be nice to know what is actual voiced lines and what are thoughts and what is just narration

The conversations between Anna and MC when she is patching him up seems a bit forced.

MC mentions it was that dream again, but for what we know he hasn't been sleeping for however long he has been roaming.

Inability to save over older saves

Anna as 160lbs? I doubt it. Maybe 130ish

No hover over Michael face thing

No save delete

when you talk to Anna in the kitchen and she says there are 6 people, she mentions Michael/Susan/ and her but says there are 3 others who just arrived, but MC is staying in Charlie's room who couldn't have just arrived in the morning otherwise it wouldn't be his room.

Guessing game ends when you are supposed to go outside?

If you took the shotgun the MC doesn't seem to have it when Anna first shows up.

The change of scene when you tell Michael you are ready to be examined is odd.

The "will remember" text is kind of over the image and an off color, maybe have it come in from the side of the screen instead.

The stats/menu and watch being not "olden" like the inventory icon is a bit odd choice.

Clicking any ??? shows you an inside house door, even if you have yet to enter the house.
 
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
Over all the models are nice. The mystery is set up (a bit on the heavy side, but still there, personally I would rather the whisper lady start coming in later as a slow sanity/revenge break, rather than straight off the bat, you would have to hide the car portion though so probably a moot idea). Character introduction is happening.

Sound would be nice for door creaks and the like.

Main cleanups are the UI and the Text.



Menu Screens, if you move your mouse up and down fast, the white box outline becomes large, and then you get flashing when it moves off it. Might be easier to just remove the white box on hover, and add an icon on the far right of the box. This goes from intro menu, load and save menu, choosing to do the intro. It's bad.

Feb. 26 (instead of an arbitrary date, maybe just read the system clock to get today's date)

Intro seems totally different, I think I remember it was driving first, and then a rpgm like movement system?

Intro some grammar/language needs cleaning up.

Smoke coming from a distance : smoke in the distance.

she gone again : she's

Door going creek : creak

I saw a bunch of them, missing capitalization, saying "here" instead of there, etc.

Your stats screen is a bit large, might want to shrink it from taking up so much room. Also it is Persuasion.

The watch in the top left, using a stopwatch icon is okay, but the intro has a watch in it. So why not an old fashion type icon like it is?

The knock button oddly doesn't have a hover over change. Also if you hold left click and drag it will scroll, it will go back to the middle, just is kind of funny a button moving.

if you go to the save/load menu and click a game, it loads it. Might want to make save/load a bit more separate so people don't accidentally undue all their progress.

Being able to fast forward through already read dialogue would be nice.

Button to hide Text box UI so you can look around.

If you are inside the house and click the ???

When MC is talking it would be nice to know what is actual voiced lines and what are thoughts and what is just narration

The conversations between Anna and MC when she is patching him up seems a bit forced.

MC mentions it was that dream again, but for what we know he hasn't been sleeping for however long he has been roaming.

Inability to save over older saves

Anna as 160lbs? I doubt it. Maybe 130ish

No hover over Michael face thing

No save delete

when you talk to Anna in the kitchen and she says there are 6 people, she mentions Michael/Susan/ and her but says there are 3 others who just arrived, but MC is staying in Charlie's room who couldn't have just arrived in the morning otherwise it wouldn't be his room.

Guessing game ends when you are supposed to go outside?

If you took the shotgun the MC doesn't seem to have it when Anna first shows up.

The change of scene when you tell Michael you are ready to be examined is odd.

The "will remember" text is kind of over the image and an off color, maybe have it come in from the side of the screen instead.

The stats/menu and watch being not "olden" like the inventory icon is a bit odd choice.

Clicking any ??? shows you an inside house door, even if you have yet to enter the house.
Wow that's more than I was expecting haha, but I agree with a lot of the things you mentioned. Some of them were purposely omitted due to time constraints, like the save/load menu and the buttons that glow much longer than they have to.

but just some things I wanted to point out though.
"Feb. 26 (instead of an arbitrary date, maybe just read the system clock to get today's date)"
- This date isn't arbitrary it's actually quite important.

"The knock button oddly doesn't have a hover over change. Also if you hold left click and drag it will scroll, it will go back to the middle, just is kind of funny a button moving."
- The buttons are set up to be scrollable for cases with lots of buttons, so even if there's just one it still has that effect.

"Inability to save over older saves"
- You can save over older saves. Just click the save/load -> save -> your save file, then It'll prompt you to rename.

"Intro seems totally different, I think I remember it was driving first, and then a rpgm like movement system?"
- Ya, I ditched the rpgm idea, it would have taken too long to get it working the way I wanted in unity. Plus this way is much easier. (At least it is now that I've finished creating the system).

"No hover over Michael face thing"
- I'm not sure what you mean here.

"Sound would be nice for door creaks and the like."
- I really want to add sound and music to the game but right now I'm focusing on adding more content (story and gameplay). If I had enough free time I would, but I barely have any these days lol.

Thanks for your response! So glad no one has reported any bugs, that's the one thing I fear the most :eek:. I love the detailed feedback as always, it really helps me improve the game. Sadly the one thing that probably might stay the same, for a while at least, are the occasional typos :whistle:, so bear with me haha.
 

somebodynobody

Engaged Member
May 11, 2017
3,278
4,217
Wow that's more than I was expecting haha, but I agree with a lot of the things you mentioned. Some of them were purposely omitted due to time constraints, like the save/load menu and the buttons that glow much longer than they have to.

but just some things I wanted to point out though.
"Feb. 26 (instead of an arbitrary date, maybe just read the system clock to get today's date)"
- This date isn't arbitrary it's actually quite important.

"The knock button oddly doesn't have a hover over change. Also if you hold left click and drag it will scroll, it will go back to the middle, just is kind of funny a button moving."
- The buttons are set up to be scrollable for cases with lots of buttons, so even if there's just one it still has that effect.

"Inability to save over older saves"
- You can save over older saves. Just click the save/load -> save -> your save file, then It'll prompt you to rename.

"Intro seems totally different, I think I remember it was driving first, and then a rpgm like movement system?"
- Ya, I ditched the rpgm idea, it would have taken too long to get it working the way I wanted in unity. Plus this way is much easier. (At least it is now that I've finished creating the system).

"No hover over Michael face thing"
- I'm not sure what you mean here.

"Sound would be nice for door creaks and the like."
- I really want to add sound and music to the game but right now I'm focusing on adding more content (story and gameplay). If I had enough free time I would, but I barely have any these days lol.

Thanks for your response! So glad no one has reported any bugs, that's the one thing I fear the most :eek:. I love the detailed feedback as always, it really helps me improve the game. Sadly the one thing that probably might stay the same, for a while at least, are the occasional typos :whistle:, so bear with me haha.
Sorry that the new critic was so janky, I was typing it as I was playing so it wasn't made into an easier to read format.

Okay on the date. I thought it was arbitrary since it was set at end of last month, which might have just been when you finished the writing and were almost done putting it together. So what I was suggesting is if you made it linked to the computer's clock you didn't have to do that. However since the player can progress days it would be odd to have an MC in the future (further than current date) so it makes sense on keeping it back there as long as time is controlled.

I have seen scrollable buttons in unity before. However it would be nice if you could make it not scrollable until it needs to be.

I did notice the ability to save over later, when I was screwing around with the system. Personally I would follow Ren'Py on how it does save/load. Separate and save is always first, normally people are saving more often than they are loading, especially in a game where there isn't a "loss" scenario.

I was saying with the Michael face, and well anything else in the UI that wasn't the menu stuff. They lack the hover highlight. This goes with faces, couch button, choosing doors, I think some of the buttons. They all just lack a hover over icon, be it the white flash you were using or an icon saying you are hovering here. People will play this on far away screens, phones, etc. They may not know exactly where they have their cursor. So a hover/icon would be nice.

My only other critique might be if you can use SVG for a lot of the icons if you aren't already, to allow for icons/menus and the like to scale without looking terrible and jagged/blurry.

Without the fast forward on text, I only played through 2 versions, Without gun and nice, and with gun and mean. I didn't play the other 2 "routes" to check if there were other problems.
 
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Xymma

Member
Feb 14, 2018
139
162
I admit I'm a bit curious about this one. The name initially caught my eye, and when I saw the Horror tag I was actually hoping for some necro content. Either way, the models look good, and that's got me watching this. I don't download until games make it past half way-ish, so instead I've gotta ask. Does the game have fantasy elements, or is it meant to be realistic? Also what kind of tags do you predict the game will get going forward?(with the content you plan to add.) Do you plan on including macabre fetishes like necrophilia, cannibalism, bloodplay etc? (Since, based on the synopsis, this has the premise of a good thriller story, these kinds of fetishes can fit right in for those willing to include them)
 

Saint Blackmoor

Saint and Sinner
Donor
Oct 26, 2017
5,690
17,014
It would be nice if Dev let you know when your at the end of current update.
Game has potential, but I have a feeling that updates are going to be slow in coming.
 

metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
It would be nice if Dev let you know when your at the end of current update.
Game has potential, but I have a feeling that updates are going to be slow in coming.
I'll add some kind of notification in the future when the player finishes all available objectives. As for updates, they won't be as slow as before because I'm done with most of the coding aspect of the game. My main concerns now are story and renders which is still a lot considering my pc is mid end and I'm doing this during my free time while having a full time job.
 
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
I admit I'm a bit curious about this one. The name initially caught my eye, and when I saw the Horror tag I was actually hoping for some necro content. Either way, the models look good, and that's got me watching this. I don't download until games make it past half way-ish, so instead I've gotta ask. Does the game have fantasy elements, or is it meant to be realistic? Also what kind of tags do you predict the game will get going forward?(with the content you plan to add.) Do you plan on including macabre fetishes like necrophilia, cannibalism, bloodplay etc? (Since, based on the synopsis, this has the premise of a good thriller story, these kinds of fetishes can fit right in for those willing to include them)
I plan on implementing some of those fetishes one way or another but it won't be guro. There are some fantasy elements in the game and some of it has already been introduced.
 

Xymma

Member
Feb 14, 2018
139
162
I plan on implementing some of those fetishes one way or another but it won't be guro. There are some fantasy elements in the game and some of it has already been introduced.
Guro is a requirement to include macabre, though admittedly that's what I had in mind. I can admire subtlety though, which fetishes did you have planned? Also with fantasy elements, could there possibly be some monster girls, actual monster girls, not just the standard vampire, succubus, elf, that everyone calls monster girls but actually aren't?(Unless the succubus has cloven hooves for feet, ink-black skin and fiery eyes, or the vampire looks like the true form of the ones from Van Helsing in '04.) Sorry for the off-topic rant, it's just actual monster girls are so seldom done, and with the horror tag, you could make them terrifying AND sexy. Guess the whole thing is moot if you aren't actually planning on incorporating monster girls, but the opportunity exists so I got a little worked up...
 
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
Guro is a requirement to include macabre, though admittedly that's what I had in mind. I can admire subtlety though, which fetishes did you have planned? Also with fantasy elements, could there possibly be some monster girls, actual monster girls, not just the standard vampire, succubus, elf, that everyone calls monster girls but actually aren't?(Unless the succubus has cloven hooves for feet, ink-black skin and fiery eyes, or the vampire looks like the true form of the ones from Van Helsing in '04.) Sorry for the off-topic rant, it's just actual monster girls are so seldom done, and with the horror tag, you could make them terrifying AND sexy. Guess the whole thing is moot if you aren't actually planning on incorporating monster girls, but the opportunity exists so I got a little worked up...
It's still too early in the story for me to say what I have planned without giving spoilers. You should also check out peasant's quest if you haven't already, there's a lot of fantasy elements and monster girls in it. Currently my favorite game right now.
 

Xymma

Member
Feb 14, 2018
139
162
It's still too early in the story for me to say what I have planned without giving spoilers. You should also check out peasant's quest if you haven't already, there's a lot of fantasy elements and monster girls in it. Currently my favorite game right now.
Fair enough, still going to be in keeping a close watch on your game because I didn't hear a no in there. Anyway I have played Peasant Quest, I like it but I got stuck on a part and it frustrated me enough to quit (I'm really to proud to look up a walkthrough.) If there is anything I can recommend to you, it's make sure that any game with any kind of free-roam/sandbox capabilitities you make(keep in mind I haven't played this current project of yours yet, so I don't no if this one fits that bill.) make sure that all objectives are clear, concise and reviewable, if nothing else than in a general term. Having no idea where you have to go next is the biggest cause for gamers quiting on a game. Whether they choose to actually go to and complete that particular objective in the moment varies from gamer to gamer, but not having a main path available and reviewable will shut-down a lot of people to any game. This doesn't mean make puzzles obvious, or hold the players hand, but don't let your players struggle to progress the story. All players want to push through to see the conclusion of the story, even if the choices and actions(or lack thereof) have led to a "bad end" (I'm currently intoxicated so I may have overstated what I intended to say.)
 

Oozora

Member
Dec 1, 2019
207
135
interesting story concept
but it is unity
but it is a mesh of unity and rpgm
but oh but....it is a VN
but it is a unity
but it is a mesh of unity and rpgm doing a VN
my oh my

Good Luck with the study project or experiment ;)
 
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metalblinga

Member
Game Developer
Jul 22, 2017
451
1,078
interesting story concept
but it is unity
but it is a mesh of unity and rpgm
but oh but....it is a VN
but it is a unity
but it is a mesh of unity and rpgm doing a VN
my oh my

Good Luck with the study project or experiment ;)
Thanks but it's no longer an rpgm style game, if you're familiar with the gameplay of big brother it's pretty much that now. The rpgm thing on unity was a by-product of one of my other projects. It slowed down my development time so I ditched it completely in v0.2.
 

celik_levnt

New Member
Mar 26, 2020
4
1
When doc is waiting for you outside, there is only one option 'goodbye', is that a bug or something? I need help, thanks.
 
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