sixlink
United States
 
 
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2 ώρες παιχνιδιού
Really enjoyed the game keep up the work cant wait to see more. Please let me know if i did game Justice in my Gameplay
https://www.youtube.com/watch?v=Jw5ILqKQ_1w

Opening Centimatic Voice lines sound ok, but I think need some work on the beginning. Maybe make it seem like you're waking up, perhaps add a filter that makes it seem like you're blinking. Then if you want to make it seem more alive, like your real D class of scp, look down to see your hands tied and one of the agents come over to untie you. They then wish you luck, while laughing and walking away and work with their models a bit as when they walk away it almost looks visually like they're just gliding on ice skates around the corner instead of walking.
Navigating amd dioglog
is actually really good but you can turn down the step sound ques when player walks cause it do it better justice make more enviorment sounds more vibrante then id sudjeest for the grass pull up the lighting of it so its not as just all black
First House
Navigation and dialog is actually really good, but you can turn down the stepping sound cues when player walks, because it would do it better justice and make environment sounds more vibrant. I would also suggest for the grass, pull up the lighting of it so it's not just all black.
First House felt like, when you see that first entity, it was great execution on the creepy entity next to the door, in the window that ran off. However I believe the light coming in from the windows made it seem like it was a big dark blob. I felt like the light had an adverse effect coming through the window as it took away from the entity's "creepy factor". Also, when you first encounter the entity in the window, a sound effect like a low growl or soft gurgling growl would significantly improve the players reactions, as well as adding to that "creepy factor" that the sound of wind outside does to help build suspense. Honestly the first house was designed really well, I wish itwas like that for the 3rd house though.
Second House;
The second house, oh my gosh, I think I lost my self so much. Finding the missing body parts, then having to run to the other house just to play tag, I got scared ♥♥♥♥♥♥♥♥ also F pin head baby.
For the third House, the doors slam behind you when entering a new room. This made no real sense to me and I feel like it had a random audio cue involved, as the slamming sound would repeat itself multiple times. I would suggest to try having it so once a house has been completed, it stays completed or add a secret. I could see a potential problem in the game crashing if the player visits the same house previously visited.
Book World;
The world I will personally say was crawling with black widows and headless entities, I would love to know which SCP entity you based this one off of. For the cinematic into book felt clean, but I think you're missing dialog that could help the player. I also found it weird that a flashlight is making cobwebs burn away. You could try to increase the range it's projected to take out cobwebs, because some areas I had to angle it certain ways just to get it to go away, and if increasing its range makes it so if you step on webs it attracts big crawlies.
My final opinion about the game, is that you have a great atmosphere and some aesthetics need work. The mechanics need some fine tuning, and could do well with a bit more audio dialog. I think this game would easily be a hit, and if anything, it would be fun to see it become a multiplayer co-op title.
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