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AntikLeBG

6
Posts
A member registered Sep 25, 2020

Recent community posts

The wait was killing me, but it is finally here:

- Intro and new menu animation is awesome, i love it, but the animation needs some polishing though. Saiko's model could use better facial rig as well, but for now it does its job.

- Room layout changes are good, this makes juking Saiko harder. This could maybe be randomized like Dead by Daylight tiles and scale with difficulty.

- I'm not sure what this feature is "New saiko behaviour to block player and try to steal key in room chase.", i assume it's the one where she dashes between desks. This looks good, but from what i've experienced, she doesn't try to steal your key. Saiko will jump from desk to desk in order to block your way out. I like this feature but it need more depth, for now you can get close enough to her and she will start following you normally again. Also, she won't attempt to get close to the player, but rather block his way out.

- Saiko blocking the door and asking for the key is nice, although the tradeoff for not giving her the key should be more punishing.

- New knockout and finding key in room mechanic is very good, although when you figure out how it triggers you can easily avoid it.

- I really like piggyback mechanic, but it could use some improvements. For example, i had no idea what was going on the first time it happened since you need to look all the way down to see a tiny bit of the knife. 

- Saiko ambushes more for sure which is good. I didn't think she could ever grab me by surprise but it happened a couple of times. Ambushing need more depth, for now she mostly waits outside of classrooms and electrical, the middle part of the map could be a really bad spot for player if she decides to hide and wait there. Also you can safely avoid getting ambushed if you close or open the door of the room you're in, even if you're not sure she's waiting for you.

- Saiko can spare you if you're cornered, as far as i know it doesn't trigger on hard which is a shame, but at the same time you're rarely gonna get cornered in the first place (if you know what you're doing).

- Easy and practice are nice additions, this will make the game more accessible for everyone.

- Fake attack scared the fuck out of me, i never read patch notes before playing so that one was a clever scare. Good addition. She says that she would never hurt you while doing this, but never ends her sentence because she starts laughing. Maybe add a specific animation for feinted attacks so that it doesn't occur.


Not sure what features are planned for 2.0, but i would say polishing the current version would be a nice step forward.

Adding an options menu would be nice, for example a toggle on/off bloom, graphics quality, key bindings and so on (key binding would be really helpful for left hand users or anybody in french speaking countries with AZERTY keyboards).

There are still some issues with AI doing some crazy thing like running away from you to smash a window that is on the other side of the hall, getting stuck on objects or not following you properly. 

In terms of difficulty, Saiko needs to be more hectic/unpredictable. This would make her more of a threat. For example, vaulting over desks timing shouldn't be predictable or else the player could use it to his advantage.

Other than that, we have yet again a great update, i hope to see more.

I usually explore the school while she's inside electrical and wait for her to get out. I didn't know cams changed color that's nice to know. Also you can bait her out by inputting a random password on the keypad in spawn.

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I finally beat normal and hard mode, good update, the difficulty is even higher now:

-Glass traps are a good addition, maybe add better model for the future and more interactions with glass (getting pushed into glass for instance). Saiko doesn't even flinch when she steps on glass.

-Bleed mechanic is nice, could use better interaction with Saiko.

-New death animation is really, really good. I hope you're considering adding more animations when you get killed.

-She's getting smarter every update. Juking her in classrooms is definitely harder aside vaulting mechanic, sometimes, she sprints at the door when you're about to leave.

 It's also harder to lose her now, which makes lockers very useful, but also a death trap if you try to use them too quickly, good change as well. 

Ambushes are good are good at first, but closing/opening the door is enough to fool her after you catch on.

-Looking through windows is chilling, you can try and hide by crouching and it will work most of the time as long as you hear her coming and don't hide too late.

-New cameras are good. Not sure how she knows you're on cams, but still a good addition.

-Vaulting mechanic scared the shit out of me the first time it happened, very needed mechanic to avoid her being too easy to juke around tables. Something similar could be done to the large table in IT room (i don't know if she can vault that, but she never tried when i was running around that table) and bookshelves in the library.

-New difficulties are a very good addition, well balanced as well, hard definitely feels like hard and normal like normal.

-Saiko still gets stuck sometimes on doors or objects around the map, but it's not very frequent. I managed to lose her by dancing around a bookshelf once.

-Shoes and medkit are alright, good additions for normal mode.

-Cabinets are nice, more places to hide keys is always good. If you add jumpscares, don't mention in patch notes where they are, it will scare people more easily.


Overall good patch, the only gripe i have with the game is electrical room being very punishing and pretty much a death sentence if you don't lure her out first since there's no space to juke her (4 dead ends). Looking forward to the next patch.

Wow, the difference between versions is insane:

- New power mechanic is great, this is even scarier than electrical room in Among Us

-I don't know how she steals your key, but it never triggered for me. New falling animation is good. 

- New player model is nice, no compaints there.

- Cameras are now useful, you don't need to cycle through them in order to get good use out of them. This is especially useful when inputting code to make sure you have enough time to run out of the room.

- For the sake of not spoiling the scares if anybody else is reading, i only managed to encounter 1, i don't know what the second is, which will probably screw me over some other time for sure. As for the 1 i ecountered, it almost gave me a heart attack. I usually think that jumpscares are cheap, but this one fits the theme of the game and the antagonist well.

- Countdown fits Saiko very nicely and was very needed, especially for newer players, good addition.

- More spots to hide keys is always good, it makes the game harder.

As for bugs, the only one that i encountered was Saiko getting stucked in the bathroom stalls when hugging the left corner (assuming you're inside the stall and looking at the door). No problems with framerate anymore.

Very impressive progress, keep up the good work.

Nice, looking forward to the next build.

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The new version is pretty good:

- Lighting looks better, you can see numbers on the wall with the lights on 10x better than before. Power mechanic is good, but definitely needs more depth than just flipping a switch once.

- Lockers are more useful, but still not that useful to be honest, even though the interactions with Saiko related to lockers give me spine chills. The risk doesn't outweight the reward, running away then sneaking is safer and is almost always guaranteed to work.

- New model for the player is good, i'm glad we're not a floating key anymore.

- New slash attack is great, but the game becomes too forgiving if she doesn't stab you. Saiko needs to hit you 20 times in order for you to die. You can even hug her if you want, it will take a while to die due to her attack cooldown. Definitely keep the mechanic in, but incorporate it better alongside stabbing.

- Cameras are a nice addition, but since you need a computer to use them, you rarely get any use out of them. Maybe let the player use a phone or something to check cameras?

With that said, there's one major issue i have with the new build, and it's framerate. I have a Nvidia 1060 with a i7-4770 3.4GHz processor and 12gb of ram, and when i flip the power switch, framerate goes from 120-150 to 40-75.

Make sure that lights are not loaded if you're not physically capable of seeing them (for example, no need to load lighting from different classroms if you're in a classroom already). Same with screens that have camera vision on them.

Other than that, this is a great build and the game is coming along very nicely, keep up the good work.