THE HORROR OF A DEATH
A GAME INSPIRED BY 80S SLASHER FILMS AND 2010 RPG MAKER HORROR GAMES
You play as Amy Bishop It's another ordinary day in your ordinary life, But due to some unexpected twists and turns you are forced to visit the infamous Cromwell Asylum every week. But things are not what they seem. Something is hunting Amy, Something that will change her life forever. Can Amy escape the endless labyrinth of Cromwell Asylum? Or will it become her new home.
The game is inspired by 80s slasher films and those early RPG Maker horror games that made waves on Internet in 2010. We tried to replicate this experience as much as possible. We tried to create a cheesy narrative that takes inspiration from films like Friday The 13th and Dialogue that seems like it's from the original Resident Evil. Game play is quite like those early RPG Maker games. You run, you hide, and you solve puzzles in this short 1 hour experience.
While you should expect cheesy humor from this games narrative. Their is some serious story stuff going on to. (It plays quite like a Visual Novel at points) Maybe the truth ain't so obvious as it presents itself?
One last thing to note is that. This game is my first project and was made with a super small budget and of course it's free. Due to this we had to cut some things. A lot of the music is stock and the Tile set might be a bit....familiar, to some of you. With that said everything else is 100% original and moving on to future projects the music and tile set will also be original! Despite this I hope the community still gives it a chance and gives me honest feedback. I would love to know what people think of the game play and the story that is shown here.
You can get The Horror Of A Death for FREE on Itch today!
Download: https://blueychu.itch.io/the-horror-of-a-death
Thank you and have a good day!! - Blueychu
MV - The Horror Of A Death
● ARCHIVED · READ-ONLY
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Heyas, I played your game. I'll start by sharing that horror games just don't do it for me, so I'll mostly avoid commenting on the story/scares and focus on the rest of the game. And I think that could use more polish.
Overall, you clearly have an even bigger story that you want to move on to and tell, but I think this game could use a bit more time and polish to really set the scene. This is the introduction to your overarching story; give it the extra work it deserves, and you'll have people watching for your next game.FeedbackThe story has some twists, but I think all the writing could use some more editing and spell-checking since there are a couple of spots where things are misspelled. Nothing too awful, but if you have the time then polishing it a bit more would make for an even better experience. I also think you should look into either name boxes or other ways (like fonts or colors) to differentiate between characters. While there weren't a ton of conversations, sometimes it was hard to tell when the person speaking changed since it was just their dialogue in the message box. Though getting a bit lost during conversations wasn't my biggest problem...
I got lost. A lot. There aren't a ton of rooms on each floor, but none were labelled so when Amy would talk about going to a specific room I had no clue which room she was actually talking about. That's a pretty easy fix, you could either have the room names show when entering a room, or change the events for the doors so that it says something like "Office 3. The door is locked". Just make it easier for your players to orient themselves. The maps themselves could also use some more work, mostly because they're huge! Running from the killer doesn't really rely on juking him so the rooms don't need so much floor space. Instead of filling the whole screen with a room, having most of them feel small and claustrophobic could work better. Your players don't know when the killer will show up, so if they enter a tiny room they may end up scaring themselves just imagining what could happen if the killer enters. But you'll need to double-check all your tile passabilities for that to work, since right now some of the tiles like the backs of couches and gurneys take up mostly empty floor tiles and that makes it harder to navigate (especially when being chased).
Now, onto the puzzles. I understand what you were going for, but I think having the killer run a lot of the puzzles in the room took away some of the scariness. While I get why the killer wants to be there and see Amy's fear, as a player having the killer just standing around while I answered a quiz or walked on a path made him less scary. If he was telling Amy what to do through speakers and then entered the room if the player messed up I think it would help keep the tension higher.
You said that you had to cut things when it came to art and music, so I won't harp too much on the actual visuals. The CGs were well-done, though I think you should keep the size of message boxes in mind for the future since sometimes they'd cover up mouths. For tiles in the future, just make sure that you're keeping a consistent look when it comes to the sprites and tiles and I think you'll be just fine.
But one really important thing that you skimped on were the credits! It's unfair to free resource creators (and against some of their terms of use) to just say that those resources belong to their original creators without naming them. Give them credit, or don't use their resources at all.
There were a few minor things that I noticed that you may want to look into, though they're not life-or-death things:
- For important items like the Key, have it pulse slightly so players can easily spot it or make it otherwise stand out in the darker rooms
- Timing Betty's death sound effects to the messages makes it a bit stilted, maybe set them up as an ME so the tightening wire twangs and the gasps and panic repeat until she dies
- The 'cancel' button still works during the quiz, which means a player can accidentally hit it and get a game over even if they knew the right answer
- You start the player on the room transfer event when they go into a room, which means they need to step forward before they can leave a room. If the rooms were all labeled this would be less of a problem, but since they aren't players are gonna re-enter rooms and realize they don't want to be there often
- Can't reach the gem on the gurney in the first floor room easily, need to go around the whole thing to get it
Good luck with your release! :ptea: -
Hey thanks for playing! It means the world to me, I do take every criticism I get seriously so thank you and when moving on to next projects. I will be surly keeping this feedback in mind! One thing I would like to note is that the reason I did the "Plugins belong to the original creators" was because all the plugins creators said they didn't needed to be credited, I was going to credited them but then I generally forgot where I got all the plugins from since I added them so long ago during Development. But thanks for your feedback!!
Heyas, I played your game. I'll start by sharing that horror games just don't do it for me, so I'll mostly avoid commenting on the story/scares and focus on the rest of the game. And I think that could use more polish.
Overall, you clearly have an even bigger story that you want to move on to and tell, but I think this game could use a bit more time and polish to really set the scene. This is the introduction to your overarching story; give it the extra work it deserves, and you'll have people watching for your next game.FeedbackThe story has some twists, but I think all the writing could use some more editing and spell-checking since there are a couple of spots where things are misspelled. Nothing too awful, but if you have the time then polishing it a bit more would make for an even better experience. I also think you should look into either name boxes or other ways (like fonts or colors) to differentiate between characters. While there weren't a ton of conversations, sometimes it was hard to tell when the person speaking changed since it was just their dialogue in the message box. Though getting a bit lost during conversations wasn't my biggest problem...
I got lost. A lot. There aren't a ton of rooms on each floor, but none were labelled so when Amy would talk about going to a specific room I had no clue which room she was actually talking about. That's a pretty easy fix, you could either have the room names show when entering a room, or change the events for the doors so that it says something like "Office 3. The door is locked". Just make it easier for your players to orient themselves. The maps themselves could also use some more work, mostly because they're huge! Running from the killer doesn't really rely on juking him so the rooms don't need so much floor space. Instead of filling the whole screen with a room, having most of them feel small and claustrophobic could work better. Your players don't know when the killer will show up, so if they enter a tiny room they may end up scaring themselves just imagining what could happen if the killer enters. But you'll need to double-check all your tile passabilities for that to work, since right now some of the tiles like the backs of couches and gurneys take up mostly empty floor tiles and that makes it harder to navigate (especially when being chased).
Now, onto the puzzles. I understand what you were going for, but I think having the killer run a lot of the puzzles in the room took away some of the scariness. While I get why the killer wants to be there and see Amy's fear, as a player having the killer just standing around while I answered a quiz or walked on a path made him less scary. If he was telling Amy what to do through speakers and then entered the room if the player messed up I think it would help keep the tension higher.
You said that you had to cut things when it came to art and music, so I won't harp too much on the actual visuals. The CGs were well-done, though I think you should keep the size of message boxes in mind for the future since sometimes they'd cover up mouths. For tiles in the future, just make sure that you're keeping a consistent look when it comes to the sprites and tiles and I think you'll be just fine.
But one really important thing that you skimped on were the credits! It's unfair to free resource creators (and against some of their terms of use) to just say that those resources belong to their original creators without naming them. Give them credit, or don't use their resources at all.
There were a few minor things that I noticed that you may want to look into, though they're not life-or-death things:
- For important items like the Key, have it pulse slightly so players can easily spot it or make it otherwise stand out in the darker rooms
- Timing Betty's death sound effects to the messages makes it a bit stilted, maybe set them up as an ME so the tightening wire twangs and the gasps and panic repeat until she dies
- The 'cancel' button still works during the quiz, which means a player can accidentally hit it and get a game over even if they knew the right answer
- You start the player on the room transfer event when they go into a room, which means they need to step forward before they can leave a room. If the rooms were all labeled this would be less of a problem, but since they aren't players are gonna re-enter rooms and realize they don't want to be there often
- Can't reach the gem on the gurney in the first floor room easily, need to go around the whole thing to get it
Good luck with your release! :ptea: -
It's a good idea to keep a document where you name all of the creators you add to your projects (even if you remove them later) and save a link to where you found them so that you can easily write up your credits once you're ready. That way you won't need to worry about forgetting them later. :)One thing I would like to note is that the reason I did the "Plugins belong to the original creators" was because all the plugins creators said they didn't needed to be credited, I was going to credited them but then I generally forgot where I got all the plugins from since I added them so long ago during Development. But thanks for your feedback!!
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Good Idea! I will be sure to do this next time as I do want to make sure I credit everyone who helps out in my projects! Thanks again.
It's a good idea to keep a document where you name all of the creators you add to your projects (even if you remove them later) and save a link to where you found them so that you can easily write up your credits once you're ready. That way you won't need to worry about forgetting them later. :) -
Any time I download anything for RPG Maker I put it into a folder with that creator's name, and if that person has any special terms beyond being credit (for example, I have a "hiddenone" folder and an "Avery give game" folder).
Then you could have separate versions of those organized by type of resource (so you have have a Tilesets\Avery give game folder, and a Portraits\Avery give game) or you could have them all in one place and make a little spreadsheet that tracks types and descriptions and says where they are. If you go that route, you could have a column for any extra terms instead of putting it in the folder name. -
Ooh! This is also an interesting way of doing it. Thank you!
Any time I download anything for RPG Maker I put it into a folder with that creator's name, and if that person has any special terms beyond being credit (for example, I have a "hiddenone" folder and an "Avery give game" folder).
Then you could have separate versions of those organized by type of resource (so you have have a Tilesets\Avery give game folder, and a Portraits\Avery give game) or you could have them all in one place and make a little spreadsheet that tracks types and descriptions and says where they are. If you go that route, you could have a column for any extra terms instead of putting it in the folder name. -
I played your game last night with a friend and it was pretty entertaining! I concur with @hiddenone 's suggestions and had a few of my own to offer:
The chase scenes were (I'm sure unintentionally) very funny in that they give you very little warning to run away before you get killed. Maybe spawn the killer a bit further away so you don't have to already be holding down a shift and a direction to survive. You could also maybe slow the killer down and instead add traps or obstacles for the player to avoid during the chase that make it tough.
I also felt a lot of the rooms were really empty and nondescript. It would be a really easy change to make them not square-shaped and would make exploring so much easier on top of giving the rooms names. I also would suggest, instead of letting you save everywhere, maybe turn some of the empty rooms into save rooms so it's harder to forget to save when you suddenly get jumped by the killer. That would give more rooms purpose too.
The story was interesting, but I just couldn't suspend my disbelief that Amy, who regularly visits this mental hospital, wouldn't be more concerned after entering and seeing blood everywhere beyond the first room (the second I saw blood, I tried to leave and she basically said "There's no reason to leave! I just got here!"). I think you should consider more what the normal functioning of this hospital is outside of the horror game functionality. A tangent to this point: the nurse character's design was really cute, but we were confused about why she wasn't wearing a uniform of any sort. Also, there were a lot of cases where they called the hospital patients "inmates" which I don't think is what they'd call them, I think they would call them patients in all official communications.
The lack of art for some of the scenes was really noticeable. Even if you can't have art for all of them, I think it would really do you some favors to play out some of the scenes with events on the map.
We really liked the characters and designs! While I wasn't big into the Danganronpa-ness of the ending, I appreciate it as an excuse to design and meet more characters. Part of me honestly really wished this was a more traditional RPG so we could recruit and explore around with the characters we met since they were my favorite part. But I respect that's a bit beyond the scope of what this project is going for.
Overall though, it was a really good start! I'd be interested in seeing another (horror) game from you after everything you've learned from this project! -
this is actually a nice idea I didn't think off, but I think she love cookies :D"Avery give game" folder
@Blueychu Ima check it out as I don't like horror, but test for fun. -
Thank you for your review! I really like it. I would like to mention that it's not a mental hospital and it is an Asylum, I mostly took inspiration on how Arkham Asylum calls it's patients by calling them inmates and being treated as such. (The wacky and things that don't feel right about the Asylum are meant to be their, The true mystery of the game is the Asylum itself rather than the person in the mask) It's too early to say anything yet but any future projects will be way huger in scale. More than this one. As I have learned so much from making this one. So I can assure you it will be be bigger and better. Thank you again!
I played your game last night with a friend and it was pretty entertaining! I concur with @hiddenone 's suggestions and had a few of my own to offer:
The chase scenes were (I'm sure unintentionally) very funny in that they give you very little warning to run away before you get killed. Maybe spawn the killer a bit further away so you don't have to already be holding down a shift and a direction to survive. You could also maybe slow the killer down and instead add traps or obstacles for the player to avoid during the chase that make it tough.
I also felt a lot of the rooms were really empty and nondescript. It would be a really easy change to make them not square-shaped and would make exploring so much easier on top of giving the rooms names. I also would suggest, instead of letting you save everywhere, maybe turn some of the empty rooms into save rooms so it's harder to forget to save when you suddenly get jumped by the killer. That would give more rooms purpose too.
The story was interesting, but I just couldn't suspend my disbelief that Amy, who regularly visits this mental hospital, wouldn't be more concerned after entering and seeing blood everywhere beyond the first room (the second I saw blood, I tried to leave and she basically said "There's no reason to leave! I just got here!"). I think you should consider more what the normal functioning of this hospital is outside of the horror game functionality. A tangent to this point: the nurse character's design was really cute, but we were confused about why she wasn't wearing a uniform of any sort. Also, there were a lot of cases where they called the hospital patients "inmates" which I don't think is what they'd call them, I think they would call them patients in all official communications.
The lack of art for some of the scenes was really noticeable. Even if you can't have art for all of them, I think it would really do you some favors to play out some of the scenes with events on the map.
We really liked the characters and designs! While I wasn't big into the Danganronpa-ness of the ending, I appreciate it as an excuse to design and meet more characters. Part of me honestly really wished this was a more traditional RPG so we could recruit and explore around with the characters we met since they were my favorite part. But I respect that's a bit beyond the scope of what this project is going for.
Overall though, it was a really good start! I'd be interested in seeing another (horror) game from you after everything you've learned from this project! -
Even if you dislike horror I am sure you can enjoy this! The only real horror bit is the first chapter of the game. The rest of the chapters are more silly than anything. Their are no big scares or anything. It's all about having fun!
this is actually a nice idea I didn't think off, but I think she love cookies :D
@Blueychu Ima check it out as I don't like horror, but test for fun. -
As a first attempt at an RPG Maker horror game, it's not bad at all! It's somewhat rough in execution, but these are the types of flaws that get better with practice!
The story seems to be the weakest part. I didn't really get the protagonist's motivation to stick around the clearly abandoned asylum even after it was clear there's no one there. It seemed to be there mostly as an excuse to get her there so that the game can happen. Maybe if she was worried about her brother she came to visit and something happening to him, it would've been better. The dialogue with the "nurse character" is also kinda strange and the ending twist seems to come out of nowhere. Some of the dialogue also needed proof reading, such as the killer in the Quiz Room saying "I will answer you 5 questions" instead of "ask your 5 questions".
The puzzles and chase sequences were alright for the most part. Some were frustrating, like the chase scene after the elevator sequence, though it's hard to get those right. I liked the elevator sequence in particular, it was a nice change of pace. The one puzzle I kinda hated was the "Quiz Room", specifically the last question that was something like "how many chairs are on the first floor" and it seemed unfair to spring something like this on the player without giving them a hint that they should keep stuff like that in mind.
The art was good too, especially the cover art, the CGs that sometimes appear and the character sprites. This was overall an ok RPG Maker Horror Game and a good first attempt at one! Hope the sequel is even better! -
Thank you so much for checking it out! I have a more clearer understanding of the story this time! At first I really wasn't sure which direction I wanted to take it. But now with possible sequels I have a better understanding on where I want it to go!As a first attempt at an RPG Maker horror game, it's not bad at all! It's somewhat rough in execution, but these are the types of flaws that get better with practice!
The story seems to be the weakest part. I didn't really get the protagonist's motivation to stick around the clearly abandoned asylum even after it was clear there's no one there. It seemed to be there mostly as an excuse to get her there so that the game can happen. Maybe if she was worried about her brother she came to visit and something happening to him, it would've been better. The dialogue with the "nurse character" is also kinda strange and the ending twist seems to come out of nowhere. Some of the dialogue also needed proof reading, such as the killer in the Quiz Room saying "I will answer you 5 questions" instead of "ask your 5 questions".
The puzzles and chase sequences were alright for the most part. Some were frustrating, like the chase scene after the elevator sequence, though it's hard to get those right. I liked the elevator sequence in particular, it was a nice change of pace. The one puzzle I kinda hated was the "Quiz Room", specifically the last question that was something like "how many chairs are on the first floor" and it seemed unfair to spring something like this on the player without giving them a hint that they should keep stuff like that in mind.
The art was good too, especially the cover art, the CGs that sometimes appear and the character sprites. This was overall an ok RPG Maker Horror Game and a good first attempt at one! Hope the sequel is even better! -
I played your game for the forum’s Web Feedback Festival.
(also because I got some time)
first, I found the story interesting, died twice of running.
the slice of cake riddle was something I didn't really get or how the number
became like that (I don't spoil the answer!)
I can tell it's nicely done, but it's to bad there was no intro images. as some
cutscenes stay black.
like the elevator, I do hope an elevator going up while inside, but there the quiz room
might have an issue as he answers you 5 questions instead of "give" the questions.
I also don't get why there is a status menu level 1, instead of a menu alone with
the 3 options.
I do like the dark room, specially the way back, but also questions open.
I might try to beat the game to se how it ends, but if the status isn't required,
why not leave it out as it's not relevant.
also the save scene, the character overlap the location, you can go 2 ways here,
either the character smaller (a bit), or move the location text to the right and
the character to the left, but it's is a bit empty for my taste.
you done a really nice job on floor 1 and 2, so I do hope you can fix the menu
if your are able, so it makes a bit more sense.
menu in the middle can also be evented, so it can be done with images to match
the game as it scary, but I can thank you for saving before running as well.
keep up the good work -
Thank you for your feedback!!I played your game for the forum’s Web Feedback Festival.
(also because I got some time)
first, I found the story interesting, died twice of running.
the slice of cake riddle was something I didn't really get or how the number
became like that (I don't spoil the answer!)
I can tell it's nicely done, but it's to bad there was no intro images. as some
cutscenes stay black.
like the elevator, I do hope an elevator going up while inside, but there the quiz room
might have an issue as he answers you 5 questions instead of "give" the questions.
I also don't get why there is a status menu level 1, instead of a menu alone with
the 3 options.
I do like the dark room, specially the way back, but also questions open.
I might try to beat the game to se how it ends, but if the status isn't required,
why not leave it out as it's not relevant.
also the save scene, the character overlap the location, you can go 2 ways here,
either the character smaller (a bit), or move the location text to the right and
the character to the left, but it's is a bit empty for my taste.
you done a really nice job on floor 1 and 2, so I do hope you can fix the menu
if your are able, so it makes a bit more sense.
menu in the middle can also be evented, so it can be done with images to match
the game as it scary, but I can thank you for saving before running as well.
keep up the good work -
Hey,
I played your game.
I'm going to preface this by saying that I will probably have a lot of negative to say about the game, but don't let that take the fact away from you that 1: Releasing a game complete is a miracle in itself and something you should feel proud of. 2: It's a free game, so it's easy to forgive many of these negatives.
I will however review it as a product, regardless of price point.
What really captured my attention with your game was the CG art. I think it's pretty well done, so it was the first thing that made me gravitate towards it.
It did, however, feel like a bit of a bait-n-switch when the bust art for the dialogue was quite a bit more amateur made compared to the rest of the CG art.
In future games, I would prioritize the bust art to be well made, and if you have budget and time left over add CG inserts for story significant parts.
As far as the game play itself is concerned, it didn't really feel very great. There weren't so much as puzzles - at least, not in the sense of a game element that requires logic. Most of the puzzling came down to clicking on objects until you find a key so you can click on more objects to find another key. Occasionally you'd find a code to open a cupboard (?) so that you can get a key to unlock another room. Intellectually, it wasn't very stimulating.
I would like to say that in a way, all this clicking on stuff does result in the player finding lots of bits of lore and world building. I appreciate you did use that information in the game too; however a random pop quiz offered by the serial killer certainly is...not the way I would have integrated the player's knowledge of the world.
The serial killer chase just became annoying, as you barely have any time to react before he starts moving towards the player and the gap between the player and himself is only 2 tiles.
Because I did click on stuff, I remembered another cupboard the protagonist mentioned they could hide in. But I couldn't recall which identical room that was in. This became even more frustrating because the protagonist would have to comment every time I tried to leave the room or open a door that was incorrect. If she didn't stop to say something every time it likely would give me a second chance if I picked the wrong door, but because she says something, it guarantees a game over for failing to pick the correct door.
I'm not entirely sure for what reason the doors need to be suddenly locked. Being able to access old areas would allow the player to "juke" the killer and have a chance to reset the distance between them and the killer. In a way, I'd say it would help keep up the pressure which would keep the horror factor going. When you are killed and reset, it makes the game begin to feel like a guessing game through process of elimination and that results in a little bit of the pressure being relieved with each failed guess. Once the final guess has made, there is no big relief from releasing all the pressure because the pressure had slowly squeaked out over each failure. In other words, the game progressively becomes less tense with each failure which is likely the opposite of what you want.
Ultimately my quitting point was the pop quiz. I hadn't saved in awhile.
To be honest, this pop quiz falls into the same trap as running away from the killer. Getting a wrong answer just prompts the player to reload and try again and again and again until they get it right. It's not scary, it's just annoying. It's another process of elimination.
Anyways, it's very cool you were able to release this game, and I hope you'll continue to make more games in the future!
I look forward to what you make down the line.
I streamed your game live. If you want to watch my experience with the game (and hear Oscar worthy voice acting) then you can find it here (no time stamps yet, at time of writing)
- YouTube -
Hey thanks for your feedback! I actually already decided a while ago if I make future games the bust artist and CG artist will be the same! I also do want to expand on the gameplay a bit more, instead of running away and get lucky, I want to make a game that is more than just running away from something. Something that would involve more skill than luck basically!Hey,
I played your game.
I'm going to preface this by saying that I will probably have a lot of negative to say about the game, but don't let that take the fact away from you that 1: Releasing a game complete is a miracle in itself and something you should feel proud of. 2: It's a free game, so it's easy to forgive many of these negatives.
I will however review it as a product, regardless of price point.
What really captured my attention with your game was the CG art. I think it's pretty well done, so it was the first thing that made me gravitate towards it.
It did, however, feel like a bit of a bait-n-switch when the bust art for the dialogue was quite a bit more amateur made compared to the rest of the CG art.
In future games, I would prioritize the bust art to be well made, and if you have budget and time left over add CG inserts for story significant parts.
As far as the game play itself is concerned, it didn't really feel very great. There weren't so much as puzzles - at least, not in the sense of a game element that requires logic. Most of the puzzling came down to clicking on objects until you find a key so you can click on more objects to find another key. Occasionally you'd find a code to open a cupboard (?) so that you can get a key to unlock another room. Intellectually, it wasn't very stimulating.
I would like to say that in a way, all this clicking on stuff does result in the player finding lots of bits of lore and world building. I appreciate you did use that information in the game too; however a random pop quiz offered by the serial killer certainly is...not the way I would have integrated the player's knowledge of the world.
The serial killer chase just became annoying, as you barely have any time to react before he starts moving towards the player and the gap between the player and himself is only 2 tiles.
Because I did click on stuff, I remembered another cupboard the protagonist mentioned they could hide in. But I couldn't recall which identical room that was in. This became even more frustrating because the protagonist would have to comment every time I tried to leave the room or open a door that was incorrect. If she didn't stop to say something every time it likely would give me a second chance if I picked the wrong door, but because she says something, it guarantees a game over for failing to pick the correct door.
I'm not entirely sure for what reason the doors need to be suddenly locked. Being able to access old areas would allow the player to "juke" the killer and have a chance to reset the distance between them and the killer. In a way, I'd say it would help keep up the pressure which would keep the horror factor going. When you are killed and reset, it makes the game begin to feel like a guessing game through process of elimination and that results in a little bit of the pressure being relieved with each failed guess. Once the final guess has made, there is no big relief from releasing all the pressure because the pressure had slowly squeaked out over each failure. In other words, the game progressively becomes less tense with each failure which is likely the opposite of what you want.
Ultimately my quitting point was the pop quiz. I hadn't saved in awhile.
To be honest, this pop quiz falls into the same trap as running away from the killer. Getting a wrong answer just prompts the player to reload and try again and again and again until they get it right. It's not scary, it's just annoying. It's another process of elimination.
Anyways, it's very cool you were able to release this game, and I hope you'll continue to make more games in the future!
I look forward to what you make down the line.
I streamed your game live. If you want to watch my experience with the game (and hear Oscar worthy voice acting) then you can find it here (no time stamps yet, at time of writing)
- YouTube