Se hace interesante los primeros 5 mins. Después empiezas a morir debido al nivel de dificultad y se hace aburrido. La idea es muy buena y la criatura es terrorífica, pero tienes a la criatura encima continuamente. Pero buen trabajo.
I REALLY enjoyed this game! Absolutely loved the challenge, even though I didn't know what I was doing because I forgot what the description said (ADHD moment, lol). Noticed there's a new update so I'll most likely end up playing this again in the future!
MY BOYS WE IS PLAYINIG 13 RANDOM HORROR GAMES THIS GAMEPLAY IS 3 HOURS LONG I HOPE YOU ENJOY. THE RANDOM SCARY GAMES ARE FREAKING AWESOME THANKS CREATORS FOR MAKING THESE EPIC GAMES!!!!!! KEEP UP THE GOOD WORK WE NEED MORE PEOPLE LIKE THIS IN THE WORLD MAKING AWESOME GAMES LIKE THESE I LOVE YOU ALL AND BE SAFE AND PLEASE
PRAY FOR ME THINK I MIGHT BE SICK HAVE NOT BEEN FEELING GOOD LATELY AND LIKE THE VIDEO IF YOU ENJOYED IF NOT I TOTALLY UNDERSTAND I KNOW I'M NOT REALLY A GOOD YOUTUBER BU T I REALLY TRY LIKE EVERYONE ELSE ON THE ITCH.IO/YOUTUBE PLATFORM BUT IF YOU HAVE ANY GOOD TIPS FOR ME ON MAKING MY YOUTUBE VIDEOS BETTER PLEASE TELL ME IN THE COMMENTS IMMEDIATELY YOU WILL REALLY BE A GREAT HELP TO ME OTHER THAN THAT HOPE YOU ENJOY THE VIDEO AND SEE YOU LATER IN THE NEXT VIDEO!!!!!!!!!!!
Legitimately impressive what 3 people can put together in 4 months.
An expansive area with a handcrafted, maze-like cave system, game-influencing collectibles for you to find (that stay persistent between deaths/playthroughs), NG+ and hard mode, satisfying to control mobility that hasn't glitched out on me in the 2+ hours of play, dynamic music used as audio cues for enemy alertness, and, speaking of, a cunning yeti that makes RE2make's Tyrant look like a newborn kitten.
Reaching the summit ends the game, but the real goal actually lies below it. The death counter on the end screen kinda gives away the devs want you to treat deaths as a learning experience, instead of "failure." There's quite a bit to map out, and there's even one secret lying in wait in the caves... I figured out the cypher, but haven't found "it" yet!
I loved this. I'm done hiding in lockers. Let me swooce away from monsters at breakneck speeds down snowy slopes. Only feedback I have is it's maybe too easy to end up in the same death trap at first, and progress could maybe be represented visually a bit to help players feel like they're on the right track/made it further "this time."
Thank you so much for the kind words! Trying to help players with navigation ( hopefully in subtle ways ) is at the top of the list for future updates. I want people getting lost a little, but not for the wrong reasons like areas looking too similar. Like you all, I'm experiencing a learning curve of my own. Enjoy the tape hunt!
-update-
I changed the intro area to have a place to chill right after you respawn and adjusted some elements in the level. I've been working like crazy trying to update it and help players without it losing its core Player vs Monster feel. I love this stuff. Dissecting what works and what doesn't is what got me into trying to make a game in the first place.
This game was so much fun and so hard. I really enjoy the difficulty. It really adds to the tension and makes the creature seem really threatening. Great job! Keep it up!
Intensity levels higher then expected, yet the AI - too BUFFY!
I loved the concept of this game. Rarely do I come across the indie project, which has this level of detail, quality and hard work put into it. The sound design and atmosphere shine brightest, same as the visuals and that creature - looking terrific! Yet, the game has its issues.
For the demo, the project is brilliant. I would say adding the difficulty level/meters for other players can create less confusing gameplay or maybe making the checkpoints/saving system just in case something goes wrong. The map overall looks neat, yet at some corners the player might glitch and end up in the creature's hands. Those improvements would benefit the game for sure.
Best of luck with the development and will see what you can make out of it. Cheers!
I think I just need to communicate better that too much running is basically an instant death because he is tracking you and hears you. I have learned so much about level design in the last 24 hours from watching people play the game. This guy is the only person to pay the game as I saw in my head. He might be the first person to enter the building though the intended path. I'm thinking of ways to get more people on the right track and help people get over that initial hump. Thank you for the feedback! No monster AI nerf just yet. The full game will have safe rooms double as checkpoints and allow for the player to have ways to escape the monsters grasp. I think the high difficulty of the demo helps condense all the feelings of what I want the full game to feel like but in under a few minutes.
It's just the demo version so if some players can't beat it, that's totally fine. The full version will be a bit more forgiving because I want everyone to be able to get through that version.
Again, thanks for the feedback! This is the exact type of thing I was looking for. I would love to hear from more devs.
With all due respect, I disagree with you. The intent of creating a playable application, let it be demo or a full version is to consider the outside perspective. People should not and won't play the game the way "you want". If 1 person out of 10 finds the same path, that means just that. Sorry, but you are making the general players feel guilt and frustration and defending your game as if they "should" play it the way you want. Sorry, but no. When I make games I always consider that some players might walk or run or do that and this. It is a big mistake. Watching other people play can improve your development unless you are willing to face the criticism and be humble.
It is your choice, do what you want, but if the marketing of the game is "monster too fast and hard to complete" they won't come back for more. And just because 1-2 people out of 40-50 play the game as you say "correct", means nothing.
This game has so much potential! I thoroughly enjoyed this game and trying to navigate the mountains from The Alpen Ghoul! I will say though, I did glitch out of the map a few times. I know Alpen Ghoul is meant to be difficult and he "knows the area" etc. But I couldn't help but notice that he knew where I was a handful of times, even when trying to sneak from him. Also he is ridiculously quick which gives the player no chance to escape for the most part. I do think a difficulty option would help with this game! Other than that, I loved this! GREAT JOB!
The creature devours another youtuber LET'S GOOOOOO. Thanks for playing, you actually got really far and were way closer to the end then you realize. I am monitoring the difficulty but I don't want to nerf him too quickly. A lot of the deaths come from its ability to hear footsteps and see the flashlight. Your playthrough was actually closest to the intended design. He is made to be a real antagonist and not feel like a jump scare Roomba.
It's nearly impossible to evade this monster, he is so fast, he is always near or behind us. Cave part is really hard in my case we can't run, even walking isn't working for me. Your mentioned tips wasn't helpful at all. Maybe reduce the difficulty of this game a bit.
Everything was built in house ( and I mean that literally because it was made in our apartment ) except the wooden beams in the mine ( Quixel ) the snow footstep sounds and the environment textures ( Quixel ).
UE5 and one dev but I got help from my girlfriend and brother on assets, animation, and playtesting when the pile of stuff to work on got a bit too big.
← Return to game
Comments
Log in with itch.io to leave a comment.
I REALLY enjoyed this game! Absolutely loved the challenge, even though I didn't know what I was doing because I forgot what the description said (ADHD moment, lol). Noticed there's a new update so I'll most likely end up playing this again in the future!
watch
MY BOYS WE IS PLAYINIG 13 RANDOM HORROR GAMES THIS GAMEPLAY IS 3 HOURS LONG I HOPE YOU ENJOY. THE RANDOM SCARY GAMES ARE FREAKING AWESOME THANKS CREATORS FOR MAKING THESE EPIC GAMES!!!!!! KEEP UP THE GOOD WORK WE NEED MORE PEOPLE LIKE THIS IN THE WORLD MAKING AWESOME GAMES LIKE THESE I LOVE YOU ALL AND BE SAFE AND PLEASE
PRAY FOR ME THINK I MIGHT BE SICK HAVE NOT BEEN FEELING GOOD LATELY AND LIKE THE VIDEO IF YOU ENJOYED IF NOT I TOTALLY UNDERSTAND I KNOW I'M NOT REALLY A GOOD YOUTUBER BU T I REALLY TRY LIKE EVERYONE ELSE ON THE ITCH.IO/YOUTUBE PLATFORM BUT IF YOU HAVE ANY GOOD TIPS FOR ME ON MAKING MY YOUTUBE VIDEOS BETTER PLEASE TELL ME IN THE COMMENTS IMMEDIATELY YOU WILL REALLY BE A GREAT HELP TO ME OTHER THAN THAT HOPE YOU ENJOY THE VIDEO AND SEE YOU LATER IN THE NEXT VIDEO!!!!!!!!!!!
Legitimately impressive what 3 people can put together in 4 months.
An expansive area with a handcrafted, maze-like cave system, game-influencing collectibles for you to find (that stay persistent between deaths/playthroughs), NG+ and hard mode, satisfying to control mobility that hasn't glitched out on me in the 2+ hours of play, dynamic music used as audio cues for enemy alertness, and, speaking of, a cunning yeti that makes RE2make's Tyrant look like a newborn kitten.
Reaching the summit ends the game, but the real goal actually lies below it. The death counter on the end screen kinda gives away the devs want you to treat deaths as a learning experience, instead of "failure." There's quite a bit to map out, and there's even one secret lying in wait in the caves... I figured out the cypher, but haven't found "it" yet!
I loved this. I'm done hiding in lockers. Let me swooce away from monsters at breakneck speeds down snowy slopes. Only feedback I have is it's maybe too easy to end up in the same death trap at first, and progress could maybe be represented visually a bit to help players feel like they're on the right track/made it further "this time."
Thank you so much for the kind words! Trying to help players with navigation ( hopefully in subtle ways ) is at the top of the list for future updates. I want people getting lost a little, but not for the wrong reasons like areas looking too similar. Like you all, I'm experiencing a learning curve of my own. Enjoy the tape hunt!
-update-
I changed the intro area to have a place to chill right after you respawn and adjusted some elements in the level. I've been working like crazy trying to update it and help players without it losing its core Player vs Monster feel. I love this stuff. Dissecting what works and what doesn't is what got me into trying to make a game in the first place.
This game was so much fun and so hard. I really enjoy the difficulty. It really adds to the tension and makes the creature seem really threatening. Great job! Keep it up!
Thank you. We are hoping every victory feels like a real accomplishment and that those final moments approaching the building are always tense.
Nice game !
Intensity levels higher then expected, yet the AI - too BUFFY!
I loved the concept of this game. Rarely do I come across the indie project, which has this level of detail, quality and hard work put into it. The sound design and atmosphere shine brightest, same as the visuals and that creature - looking terrific! Yet, the game has its issues.
For the demo, the project is brilliant. I would say adding the difficulty level/meters for other players can create less confusing gameplay or maybe making the checkpoints/saving system just in case something goes wrong. The map overall looks neat, yet at some corners the player might glitch and end up in the creature's hands. Those improvements would benefit the game for sure.
Best of luck with the development and will see what you can make out of it. Cheers!
I think I just need to communicate better that too much running is basically an instant death because he is tracking you and hears you. I have learned so much about level design in the last 24 hours from watching people play the game. This guy is the only person to pay the game as I saw in my head. He might be the first person to enter the building though the intended path. I'm thinking of ways to get more people on the right track and help people get over that initial hump. Thank you for the feedback! No monster AI nerf just yet. The full game will have safe rooms double as checkpoints and allow for the player to have ways to escape the monsters grasp. I think the high difficulty of the demo helps condense all the feelings of what I want the full game to feel like but in under a few minutes.
It's just the demo version so if some players can't beat it, that's totally fine. The full version will be a bit more forgiving because I want everyone to be able to get through that version.
Again, thanks for the feedback! This is the exact type of thing I was looking for. I would love to hear from more devs.
With all due respect, I disagree with you. The intent of creating a playable application, let it be demo or a full version is to consider the outside perspective. People should not and won't play the game the way "you want". If 1 person out of 10 finds the same path, that means just that. Sorry, but you are making the general players feel guilt and frustration and defending your game as if they "should" play it the way you want. Sorry, but no. When I make games I always consider that some players might walk or run or do that and this. It is a big mistake. Watching other people play can improve your development unless you are willing to face the criticism and be humble.
It is your choice, do what you want, but if the marketing of the game is "monster too fast and hard to complete" they won't come back for more. And just because 1-2 people out of 40-50 play the game as you say "correct", means nothing.
Good Luck.
w game
That Hairless Yeti put me back on life support.
This game has so much potential! I thoroughly enjoyed this game and trying to navigate the mountains from The Alpen Ghoul! I will say though, I did glitch out of the map a few times. I know Alpen Ghoul is meant to be difficult and he "knows the area" etc. But I couldn't help but notice that he knew where I was a handful of times, even when trying to sneak from him. Also he is ridiculously quick which gives the player no chance to escape for the most part. I do think a difficulty option would help with this game! Other than that, I loved this! GREAT JOB!
The creature devours another youtuber LET'S GOOOOOO. Thanks for playing, you actually got really far and were way closer to the end then you realize. I am monitoring the difficulty but I don't want to nerf him too quickly. A lot of the deaths come from its ability to hear footsteps and see the flashlight. Your playthrough was actually closest to the intended design. He is made to be a real antagonist and not feel like a jump scare Roomba.
It's nearly impossible to evade this monster, he is so fast, he is always near or behind us. Cave part is really hard in my case we can't run, even walking isn't working for me. Your mentioned tips wasn't helpful at all. Maybe reduce the difficulty of this game a bit.
This video should help more than the gameplay tips could.
SCARY
Incredible! did you make all the models yourself!
Everything was built in house ( and I mean that literally because it was made in our apartment ) except the wooden beams in the mine ( Quixel ) the snow footstep sounds and the environment textures ( Quixel ).
incredible!
what engine and how many devs?
UE5 and one dev but I got help from my girlfriend and brother on assets, animation, and playtesting when the pile of stuff to work on got a bit too big.
Did you ever find one of the boomboxes to play that tape you found? You might like what happens.