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Headlesslezus

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I know im one of the people who worked on this game but regardless i would like to share on what i think about the game and what feedback id like to give.

WHAT I LIKED:

- I always like a slender game, despite it being a simple concept, its fun and also brings me back to younger days where i'd watch a ton of slender related videos on youtube, so the game definitely has a nostalgia factor in it.

- The hidden additions and the extras were fun and overall improved the quality of the game. Secrets are always fun to try and get and you get rewarded for doing so (wont spoil if you haven't gotten the collectibles)

- I liked the glowstick item and another SPOILER item.

FEEDBACK SECTION:

- The slender static (at least when i played) lasts way too long for how intense it can get. Alot of the game was just me waiting for the static to go away so i can see where i am, and i feel like it takes a little too long. If the static was a little less intense and only got super bad when slender is really close while also going away faster when slender is gone, it would be alot less annoying.

- The breathing audio is on constantly and although i wasn't too bothered by it, it definitely was noticeably consistent. Maybe the audio should only come on when you're very low on stamina, so i don't have to stop and wait for it to go away every other moment or just walk which takes a bit too long to get places. Though this is not a major complaint as it didn't hinder my experience much

PERSONAL ISSUES ONLY RELATING TO ME MOST LIKELY:

- The flashlight in that one PARTICULAR mode referencing that PARTICULAR game is annoying to me, but im aware thats how those flashlights work so its just a me issue.

Overall for a game that was made in around 2 weeks, this is very good and i would definitely recommend not just because i know the creator or i'm one of the artists on the game, but just because its fun... and fun is fun!

p0tterindy responds:

I was torn on how to work the flashlight in the other mode. I put an option in the menu to get rid of smoothing, but I also wanted some control over the flashlight mostly to make navigation easier if there was nothing to shine on in front of you. Considering flashlights were uncommon in the early 90s games, I had to get creative on how to make it work. I agree that it wasn't perfect

The static was a bit tricky, I could set a threshold or exponential factor that would make it less intense at certain sanity levels, as it correlates as your sanity drops from 100 to 0, though I was happy in the end with how your sanity levels reduce and recharge, visually I could have dampened the effect. In combination with the already pixelated look, it does make things challenging and literally noisy to look at.

The breathing audio cuts in at a certain volume when your stamina is below a certain threshold, so it shouldn't be constant, but the breathing audio would also piss me off, so maybe I should have taken note, but I was getting pissed off with the inverse-linear-normalization equations with audio levels/static visuals that I didn't bother to alter it. Im double checking now to make sure it's not on the ENTIRE time tho.

I like adding extras in my games, but I need to find a balance between actual gameplay and not just little secrets, because tbh, 99% of people don't make it to the secrets when the gameplay is shallow. This is a better example than the Santa Smoke demo, because that one has a really high barrier of entry, and this one has an established fanbase behind it that understand the flow of the game, so I think that is an improvement, but not perfect. I had the most fun in this game when I first introduced the [REDACTED] and got all the animations working correctly, and then added lots of audio/visual feedback on the regular mode and started doing some rapid deforestation. That was actually really fun and gave me a cool game idea. It is also something that came together quicker than the rest.

The core stuff (models, aesthetic, logic) were the fastest, the longest parts were learning to use Godot's gridmap editor which ultimately slowed me down a town, and then spending hours manually placing trees and stuff. Then the export issues and everything else, 95% of this really could have been made in like two or three days.

Thank you so much for participating and supporting and giving honest feedback. Your artwork seriously accelerated this. I love the look of the [REDACTED] mode and getting jumpscared by the different [REDACTED]s especially when it is VHS mode. Seeing [REDACTED] [REDACTED]'s face animated and stuff is also super cool. It means a lot to me and Macy really likes that character so I am excited to show her that they're in my game.

I look forward to more stuff with u

HELP MEEEE!!! HELPP!!!!!! HELP ME IM SERIOUS HELPP!!!!!

jeff

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Rianna @Headlesslezus

Age 20, Female (trans)

Art

PUPPY ACADEMY

Somewhere i think

Joined on 10/9/21

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