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Object rotation with Shift+R is annoying. R and T?
I didn't play very long but a Guest pathing/routing flow indicator or tips on how to guide them would be helpful in the tutorial.
Thank you for the feedback. I have added this to a list of player feedback which will be looked at after the playtest and potentially implemented.
Guest path routing is through the haunted house Entrance and they will attempt to make it through to the haunted house Exit.
Thank you so much. The demo (with improvements and bug fixes from the playtest) will be available next week for the Steam Next Fest! Hope you can stop by and check it out!
i would also like to share what i would like to see in the game. it would be cool to be able to expand the house area to make more space for more haunting's or even more rooms to create in or even a full house to work with. as i end this i want to say thank you for all that you have done an will do in the creation of this game an i would say please continue cause i know this game has a lot of potential.
-The AI pathing has a problem when it senses obstructions. instead of indicating the actual item that causes the reroute, it indicates a wall near the obstruction and then refuses to be satisfied until the wall is deleted. I have managed to get around this by rotating the wall then deleting the object I believed was causing the issue, but this didn't always work.
-In addition to the previous, since it is very difficult to eyeball how much space guests need to get around objects, it would be appreciated to have a way to test out your house before wave, or have some way of having the placed objects snap to a grid in order to keep walkways open (similar to how the sims works). I would just appreciate any way to tell this without having to move and delete several items to figure out the issue.
-Since moving items is not an option when a wave is active, I have had to delete several items that caused obstructions. This cost me a lot of money needlessly, and I would appreciate a storage system for items so I do not waste my resources.
-Trying to select objects that are too close to each other is infuriating and sometimes downright impossible. I had to separate a wall and a light three times just to try and change the lighting to my liking. It would be helpful to be able to hove over objects and have them highlight which one you'll be selecting, or some other way of selecting items that are close to each other/overlap.
-Its not always obvious which items are obstructions and which can be walked through. While watching @jewelz above, we had to waste 3 rounds trying to figure out which item in a room was causing the obstruction, since it wasn't obvious if the legs hanging from the ceiling was able to be walked under (I noticed it in the trailer later that it was, but didn't have that knowledge from just playing the game). We ended up finding it was the snack machine which wasn't even obstructing any movement, just in the wrong place for the AI apparently. It was also unclear at points that items like the dead body laying on the ground was something you could walk over. I assumed it would cause a pathing issue until a guest walked over it by accident. It would just be nice to have this be made more clear.
-I noticed the timer was not consistent when used at double or triple speed. When waiting in normal time, it took my guests about a minute to show up, when in double speed, a minute and a half, and when in triple, two minutes.
Alright so, now that that's out of the way, here's some other more positive suggestions...
-I'd like to see the ability to change the color of each side of the wall separately! This would help a lot when creating rooms. I'd also love to see some wallpaper and/or signs that could be hung up on the walls!
-I saw something about trap doors and such, and would love some moving walls, or maybe other sorts of moving, triggered set pieces that aren't just traps.
-While there is a 'last color' option for painting, it would be much more handy to have a color picker so I can switch between multiple colors. If that's not an option, a more expanded set of 'last colors' like 5-8 would be appreciated.
-A sharing feature for houses! It would be super cool to be able to upload my house and have others walk through it!
-Purchasable sound effects and music to set the tone of certain rooms would be a lovely addition.
That's all I can think of for now! Like I said, great game. Lots of potential for growth and improvement! Definitely buying the early access whenever it comes out.
Thank you so much for the fantastic feedback and suggestions. Some of the items above are already fixed for early access but you have made some fantastic recommendations that I will look into implementing! Excited to show you what's to come when the game enters early access. Thanks again for playing the demo and taking the time to post this.
* Pathing, either needs work getting around the obstacles or we need some kind of marker to show the npc pathing.
*Placing objects in wave mode. This could use a re-work of sorts, maybe even just stop us adding stuff mid run if it comes to that, it's very easy to break a setup by dropping in one object.
*Current tutorial is "hey read this and get on with it", something more nuanced would be great, ie: giving rotating and scaling tips when you first pick an item, explaining phobias when you pick your 1st scare, etc.
*Not sure what [exit] was about, I'm assuming the guest had enough and just left, but there was a lot of that, and that kept me from reaching my 20 souls, and I have no idea why it happens. Possibly too scary too fast, do we need to ease them in?
*item placement general, I notice there's a building grid but I couldn't find a snap to grid option, this would be great for building up the walls and floors of our houses, I'm a tad ocd so seeing the walls be slightly off feels bad.
*timer, seems to be irrelevant currently. A simple setup phase and wave phase system would do.
The game runs fine, I'm below min spec, gtx 970 gpu and running win 8.1, and there was no issues for me.
Overall a great demo, good premise, good current selection of items ( though more would be great ) and I'm very interested to see where this goes. I've long been a fan of tycoon games and horror games, and this scratches an itch that can't be done anywhere else.
Edit; one gameplay suggestion if I may. A semi free play mode. A mode where you can build a house and have a constant stream of randomised npcs walk through, no goals, just building, I say semi free play, as I think you should only be able to place items you've earned during the main game/campaign.
1.) I also posted it in the bug report, because I don't really understand it. Upgrading the traps causes the fear reputation to go down and thereby scaring the second wave much less then the first. Deleting higher level (in my case 2) traps caused the meter to go up by a little, just as rebuilding a Level 0 trap again did. I thought the indication was supposed to be the other way around. Instead paving everything with more and more traps they had to be upgraded for a higher impact.
Fear reputation seems to get measured for each wave individually to set the difficulty for the next, which makes sense. Harder to scare NPCs won't bringt the bar to red as easily. But the harsh drop when upgrading the traps made it hard for me to use it as orientation for anything. It isn't supposed to be a predictor while building I guess, but why isn't it just static until the next wave hits then? It had made it possible to by pass the police check that way. Have the first or second wave be demolished super quick and the bar raised to red, upgrade traps, fear reputation is next to nothing, police won't find anything.
The problem is that even if the bar would only reach yellow within the first wave, the second wave was not impressed at all with the upgraded traps and the fear reputation kept beeing super low, even though the NPCs had those blue coats and were noted as easy to scare.
2.) As mentioned, it is relatively unclear what the EXIT above the NPCs means. Supposedly that they had enough? Because they don't really react to anything in this state. I sometimes had them blow up right at the Exit though, even when they just walked through an empty area I hadn't finished. Can too many traps be to close by and thereby not really activated? It looked to me as if NPCs could pass by traps if the traps are placed really close - pass way cannot be too wide in this instance. Especially true for the first NPC of a wave to walk trough. If one NPC get's scared and slow it causes jamming, in which much more close by traps work.
3.) I would like to know what the Effectiveness in decorative elements means. Maybe it is linked to my first issue, but it looked to me as if the decoration had no impact at all, unless the element can trigger phobias. Placing or deleting them had no impact on the fear reputation. When I built room filled with traps followed by a room with only furniture, the NPCs would take a stroll in the second room. Generell eeriness isn't a measurable item in the game - though it sounds funny now that I said it. As slowing the NPCs down seems to make them more susceptible to traps, is that what furniture does?
Keep up with the work
As an avid horror lover, a new take on the gameplay that is causing others to be victim to the jumpscares and fear that I love is a fantastic concept. It's the horror take on rollercoaster tycoon I didn't know I needed. The game at its core is well-thought out and detailed. That being said, there are a few things that can be improved upon to make the game better.
As others have discussed, the AI pathing does have some issues. I had issues figuring out what was going to cause scares and what would not. There was also an issue with the 'Loud Crash' items going off before people were in the AOE. I also had the similar issue of the "EXIT' appearing above heads and no bodies dropping. Not sure if I misunderstood why that was happening or I missed something.
Some suggestions that would be helpful or a great addition would be a little bit more of a detailed tutorial to explain the scare process, the building basics, and the upgrading process. Also, during the scare waves, having a fear level diversity amongst the people would be beneficial as opposed to all having the same fear level.
With a little tweaking, this game would be a mega banger and I look forward to seeing the final version!
One thing I didn't see mentioned was the police, it seemed inconsistent at best for what triggered them. Unless I read it wrong or missed something, they should be tied to how scary your haunted house/attraction is viewed, but they seemed to show up all the time. The police appeared before I had a wave run through, multiple times between two waves, and regardless of how scary or not the my haunted house/attraction was.
I also never got a message besides that they found nothing wrong regardless of scare level and a couple of what I'd assume were close calls with guests dying right around the corner.
If the police feature becomes more consistent or better understood along with what others have suggested this will be a really fun game.
Good stuff:
-Great voice acting for the lawyer, felt a distinct mark above the normal indie/small scale game quality
-Gameplay itself is awesome, love the mixture of tycoon setup and almost tower defense style upgrades (one more soul to go and they are approaching the exit....). Not much to say here, just really liked the whole thing and could have happily played for longer.
-Graphics good, like that there's a bit of an area around the house itself (perhaps later on that can be upgraded too?)
-Great soundtrack!
- Tutorial fairly straightforward
-Sense of humour without losing the spookiness
Suggestions:
- Important: Very easy to misclick on the wrong decoration/wall, and then you have to manually go and change the little colour wall menu rather than hitting backspace. It got frustrating quickly
- Walls don't slot together, which would be welcomed, and rotating/placing etc. is awkward
- Navigation is janky; little things like allowing backspace to close menu and scroll the display/scare/wall menus rather than use the scroll wheel.
-More order to the menus would be nice, eg. ordering scare exhibits by how frightening they are/how expensive (perhaps an option to order them differently depending on what you're looking for?)
- Tutorial text looks ugly, especially compared to the rest of the in-game display
- It would be cool to have certain challenges later on in game, eg. only graveyard themed, or strict budget etc :) - also a little mini level for the tutorial to show you the ropes - it took me a few waves just to get the feel
Bugs and spelling mistakes:
- "As your guests become more freightened" instead of frightened
- The teeth and bones tutorial popup could be one thing considering only one word is changed
-Currently the floors kind of shimmer in and out of focus - maybe I needed to get rid of the pre-existing floor before placing, but I couldn't see a way to do that?