I agree with Alvare, although, I don't recommend adding cut-scenes, because it's so flippin hard to code the camera movement! And somehow it's scarier if you don't know how far the monster actually was from catching you.
Anyway, I decided to make a little review of my own since I was so impressed with this game:
I'll start by pointing out small things that I noticed, which could be changed
Having the player be able to run
- I feel as if chase scenes are much more intense if the player is running for his/her life. Walking away from the monster in the large container room was intense, but it felt weird to be moving so slowly.
Remove the edges of your water models
- It's pretty obvious how thick the water is, and honestly it looks more like ice than water because you can visibly see the edges. Remember puddles of water sink into small troughs in the floor, they don't expand upwards.
Have the cursor change icon when you can interact
- I understand that you interact with almost anything in the game, but it's still nice to know how close you must be / if you're aiming correctly to see if you may interact with an object
Make the machine noise louder
- You can only hear the machines when you're almost touching them, which is not realistic. Sometimes the noise surprised me and I thought a monster was coming out of the darkness. Highly suggest you make the range of the sound longer!
Set a rule for how the doors are locked
- I noticed that when trying to open some locked doors, some will say "Locked", others will say "Jammed", and others will say something else. I feel that if a door will never be able to be opened then it should stick to one type of comment like "Jammed". And if you're meant to open it / or it will be triggered to open, then use another type like "Locked". Alternatively, you can number the doors and keys or have a different texture for distinguish between them.
Monster should have a relation to the setting
- I don't want to give away any spoilers, but the monster in your game doesn't seem like it belongs there. I was expecting it would be a hideous sea-creature. And also how did it break through the glass and yet the facility isn't being flooded with a torrent of the water from outside?
Cut down on the boxes
- This next thing is annoying for most people (including me) because boxes are perfect for many things: taking away emptiness in a room, hiding behind, jumping onto to reach high platforms and windows and breaking open to find ammo and weapons inside! There's just one problem... why the fck would there be a box there? Some games have crates lying around in offices and schools! I read on this somewhere, so my suggestion is to challenge yourself and try to replace some of your boxes with something else. May it be computers, desks, whatever. Of course it's fine in the cargo room, because boxes are meant to be there, but in the lift lobby at the start of the game? I think not.
The above was all criticism, so now I want to get to the overall pros and cons of the game.
I found it amazing. The graphics fitted in together like a hand in a glove and the little details of the machinery and bill-boards added a nice essence to the overall atmosphere. It reminded me of a low-res, spooky version of Half-Life 1. The modeling work was down-pat, and the textures looked really nice together.
Some nice audio tracks added to the immersive environment and also made everything seem more creepy.
I think the part that made me cum was the amazing game engine that ran the game; the collision-checking was perfect, the player could jump on boxes and chairs and the ray-checking for interacting with objects was absolutely precise! I even tested to see where the hit box of the book was on the table, and it fitted perfectly around the book. How did you manage to do that may I ask? My attempts have left me with the player being able to interact with objects, even when the player's cursor is 4-5 inches away from the target. The engine put everything all together and I had a lot of fun playing. I couldn't get past the monster in the container room, but I do feel like loading up the game again and trying another time!
I feel as if the story-line was a bit rushed. Many questions came to my head like: Why were people scared to go to the facility? Why did they pick you? How did it go to hell? The monster should be more intimidating! The first time I saw it I didn't even run away because I thought it wasn't a threat and simply a little scary addition you made. Also I think that the sector doors should open faster because every time I would reach the door, it would take years to open and before it did I would be killed by Mr White Face. The final thing is... your game needs to be longer! I read somewhere that with horror, its all about letting your player get sucked into the your world. Only then will he get really scared by the atmosphere and think that's he actually in the game, being chased!
Oh and your game needs lighting! It helps to direct the player, and you can use cool effects like flickering lights, or having the lights turn off all of a sudden. If you're going to go with the fog effect, there must be a reason! Perhaps the player is holding a glowstick? Or a lamp? Otherwise why the hell is there a glowing light just following the player? Is he a fire fly now?
Good game man, keep working on it!! Force yourself if you're demotivated and try to find an area of the game that keeps you coming back to develop. I wanna see this finished
EDIT: Check out my game if you time too
Edited by Glock18, 19 May 2015 - 10:30 AM.