That is without a doubt the creepiest intro to a horror game I have ever experienced. And it was a fantastic demo, you managed to create such a tense atmosphere without having to resort to cheap scares. Admittedly I did find myself wandering around a bit unsure what to do in some sections (though the sound cues helped me figure it out eventually) but I loved Angela Knife and I'm eager to see more of it in the future.
Comments and feedback like yours are what is going to make this game great. I most definitely am going to add some subtle changes to make it not as clumsy to que up mentally what the player should do next. I'm glad that the "feel" of the game is proving to be on point with my design plan to lean very psychological. Doing my best to make use of camera shots, sound as well as some visuals to paint a dreadful picture of events to uncover. Thank you so much for giving my demo your time and even greater thanks for the feedback, it really helps with the development.
Oh my god, I loved this. The custom controller vibration, especially in the beginning, was super immersive. Also, the attention to detail was extremely impressive, with a lot of little touches, like how the chainlink fence surrounding the motel, despite being a static texture, actually makes a noise when you walk into it. I really loved the fact that, rather than using jumpscares or scary music or anything of those cheap horror tropes, the horror in this is subtle, intellectual, and purely based around atmosphere and the feeling of dread. I did have issues with this game when it came to progression, however. I had to consult a walkthrough (Alpha Beta Gamer's video) multiple times, especially the part where you have to stop at a certain point in the sign-in book in order for the bell to actually work. With both that and the first VHS tape task, I had managed to locate the specific target for the objective, but I couldn't figure out what to actually do with them in order to fulfill the objective. It would have been nice if, for the first task on the VHS tape, there was some sort of prompt to use the Right Trigger. With games like this that have non-standard or uncommon control schemes, the player should be introduced to the controls in-game, and I mean during gameplay (opening the menu doesn't count). Even then, the players shouldn't be expected to already know that zooming in on something can actually trigger events, which is why it's important to actually guide them through that special type of interaction in some way or another at least once, so they can understand the "rules" of this game. Overall, I absolutely loved this game, the style, the gameplay and interactions, almost everything. I just hope that the developer can figure out a way to better direct the player so that they are less likely to spend 5-10 minutes wandering around the map confused about how to progress.
I have been pleasantly surprised you caught the little things and subtle touches added to help immerse the players. My entire approach to this game has been to evoke fear and unease using sound, imagery and camera work. Your feedback on difficulties and enjoyments has been a big help and like so many other reviews, they are all being taken into account when making future adaptations. I thank you for the support you and others have shown. For an Indie, it is players like you and communities like Itch that keep us working so hard to bring about our games for others to experience.
I gave the game a shot and while it has a nice atmosphere, I got loss when I tried to play the game. It would be nice if there was some sound that indicated my current objective. Otherwise, it's a decent demo.
Thank you for sharing your playthrough. These videos are a huge help to me. I look forward to continuing my work with the help of all the great feedback I have been receiving from the itch.io community.
Those who are big fans of games like Silent Hill and Paratopic need to stop reading and play this. SH and Paratopic are just two of many familiar influences I was reminded of while playing Angela Knife. And those influences aren’t just limited to games either — I was reminded of certain films and books as well.
There’s something about Angela Knife that gets under your skin the second you start playing; in a good way. How to put it... despite there being very little in the way of violence, it’s one of the most disturbing demos I’ve ever played, thanks to not what the game tells you, but what it doesn’t. So much of Angela Knife is implied; not a word is spoken, as the game tells its story through its visuals, actions and soundtrack. It’s not difficult to figure out what is going on in some instances, but there are still so many questions. It’s this sense of mystery that makes Angela Knife so intriguing, and these mysteries are around every corner. The longer you play, the more engaged you become.
I don’t want to give anything away, but those looking for a frightening experience with a sprinkle of the bizarre need to look no further. The developer seems to have the Hitchcock touch; an ability to frighten you to the core by pulling the curtain open on the darkness that is the human mind.
Thank you so much for the praise you gave my the Angela Knife Demo. Also good eye on making so many connections. Silent Hill, David Lynch, Alfred Hitchcock and his camera work were all strong influences along with so many others. Your playthrough was very entertaining and I am glad you enjoyed the demo.
Very interesting, I think the esoteric puzzles benefit the mood even if it's a bit frustrating haha. Definitely a project I'll keep an eye on, have you considered starting a Patreon?
Hello and thank you for playing. I have indeed considered putting something together for those wanting to follow the development of my game more closely. I might look into staring a Patreon if this demo is received well.
Thank you so much for your kind words. Paratopic and John Carpenter along with many other similarly stylized and suspenseful movies were indeed referenced. One of my biggest influences was Meshes of the Afternoon by Maya Deren.Really appreciate your support.
This game is REALLY good, honestly. It's very hard but also satisfying as hell when you figure out what to do. If you want to delete my comment so people can't just check my vid to figure it out, I'll understand. I trimmed it down to keep the vid flowing but it probably took me about 2 hours to figure it all out. And I appreciate the help with the Jane Doe part! The ending was great! I'm dying to see more of this. Thank you so much for this badass game!
Just watched your video, so glad you stuck with it. My biggest fear was making the design choice to not give to many clues. I played around with the idea of a difficulty setting when it comes to the puzzles and triggers and your play through and commentary really helps as feedback. I really appreciate it. You got a thumbs up from me and I subscribed. Like your style!
Thank you! It's definitely one of the hardest games I've played but from the beginning I could tell it was something special. So I definitely didn't want to give up. The story is unfolding so subtly but it makes it feel even more interesting like that and I keep wanting to know more. It's got a very dark and gritty feel to it that leaves me feeling a little uneasy, and I love that haha. I can't wait to see what else you do!
This seems like a really cool game but it's so hard to figure out what to do. I'm stuck after finding the cat in the pool. And it took me a while to get that far.
Thank you for playing and for the feedback. I hope you stick with it and hope to hear more from you if you finish. I've also made note of what you said.
Yeah i was in there looking around at everything but i wasn't sure what to do with the info. I saw 10:12 on the clock and that Jane Doe had signed in at that time, but I'm lost after that. I even tried again today for about 45min and couldn't figure out what to do in there. I want to finish the game but I'm out of ideas.
You have to exit the book while on the "Jane Doe 10:12" page. You will hear a broken bell ring. At that point, you have to ring the bell on the counter.
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That is without a doubt the creepiest intro to a horror game I have ever experienced. And it was a fantastic demo, you managed to create such a tense atmosphere without having to resort to cheap scares. Admittedly I did find myself wandering around a bit unsure what to do in some sections (though the sound cues helped me figure it out eventually) but I loved Angela Knife and I'm eager to see more of it in the future.
Comments and feedback like yours are what is going to make this game great. I most definitely am going to add some subtle changes to make it not as clumsy to que up mentally what the player should do next. I'm glad that the "feel" of the game is proving to be on point with my design plan to lean very psychological. Doing my best to make use of camera shots, sound as well as some visuals to paint a dreadful picture of events to uncover. Thank you so much for giving my demo your time and even greater thanks for the feedback, it really helps with the development.
Oh my god, I loved this. The custom controller vibration, especially in the beginning, was super immersive. Also, the attention to detail was extremely impressive, with a lot of little touches, like how the chainlink fence surrounding the motel, despite being a static texture, actually makes a noise when you walk into it. I really loved the fact that, rather than using jumpscares or scary music or anything of those cheap horror tropes, the horror in this is subtle, intellectual, and purely based around atmosphere and the feeling of dread. I did have issues with this game when it came to progression, however. I had to consult a walkthrough (Alpha Beta Gamer's video) multiple times, especially the part where you have to stop at a certain point in the sign-in book in order for the bell to actually work. With both that and the first VHS tape task, I had managed to locate the specific target for the objective, but I couldn't figure out what to actually do with them in order to fulfill the objective. It would have been nice if, for the first task on the VHS tape, there was some sort of prompt to use the Right Trigger. With games like this that have non-standard or uncommon control schemes, the player should be introduced to the controls in-game, and I mean during gameplay (opening the menu doesn't count). Even then, the players shouldn't be expected to already know that zooming in on something can actually trigger events, which is why it's important to actually guide them through that special type of interaction in some way or another at least once, so they can understand the "rules" of this game. Overall, I absolutely loved this game, the style, the gameplay and interactions, almost everything. I just hope that the developer can figure out a way to better direct the player so that they are less likely to spend 5-10 minutes wandering around the map confused about how to progress.
I have been pleasantly surprised you caught the little things and subtle touches added to help immerse the players. My entire approach to this game has been to evoke fear and unease using sound, imagery and camera work. Your feedback on difficulties and enjoyments has been a big help and like so many other reviews, they are all being taken into account when making future adaptations. I thank you for the support you and others have shown. For an Indie, it is players like you and communities like Itch that keep us working so hard to bring about our games for others to experience.
Excellent game support author
Thank you so much for playing and for your support!
I gave the game a shot and while it has a nice atmosphere, I got loss when I tried to play the game. It would be nice if there was some sound that indicated my current objective. Otherwise, it's a decent demo.
Here's my channel for other games I have played. http://www.youtube.com/c/Levont
Thank you for sharing your playthrough. These videos are a huge help to me. I look forward to continuing my work with the help of all the great feedback I have been receiving from the itch.io community.
Those who are big fans of games like Silent Hill and Paratopic need to stop reading and play this. SH and Paratopic are just two of many familiar influences I was reminded of while playing Angela Knife. And those influences aren’t just limited to games either — I was reminded of certain films and books as well.
There’s something about Angela Knife that gets under your skin the second you start playing; in a good way. How to put it... despite there being very little in the way of violence, it’s one of the most disturbing demos I’ve ever played, thanks to not what the game tells you, but what it doesn’t. So much of Angela Knife is implied; not a word is spoken, as the game tells its story through its visuals, actions and soundtrack. It’s not difficult to figure out what is going on in some instances, but there are still so many questions. It’s this sense of mystery that makes Angela Knife so intriguing, and these mysteries are around every corner. The longer you play, the more engaged you become.
I don’t want to give anything away, but those looking for a frightening experience with a sprinkle of the bizarre need to look no further. The developer seems to have the Hitchcock touch; an ability to frighten you to the core by pulling the curtain open on the darkness that is the human mind.
Thank you so much for the praise you gave my the Angela Knife Demo. Also good eye on making so many connections. Silent Hill, David Lynch, Alfred Hitchcock and his camera work were all strong influences along with so many others. Your playthrough was very entertaining and I am glad you enjoyed the demo.
Very interesting, I think the esoteric puzzles benefit the mood even if it's a bit frustrating haha. Definitely a project I'll keep an eye on, have you considered starting a Patreon?
Hello and thank you for playing. I have indeed considered putting something together for those wanting to follow the development of my game more closely. I might look into staring a Patreon if this demo is received well.
cool setting
Thank you so much for your kind words. Paratopic and John Carpenter along with many other similarly stylized and suspenseful movies were indeed referenced. One of my biggest influences was Meshes of the Afternoon by Maya Deren.Really appreciate your support.
I like the idea and I love the ps1 style, but it's way too cryptic for me, got tired of zooming and clicking on everything.
Game visuals are really nice for psx style, and sounds too! But it is way too subjective, I got stuck at the dead cat in the pool part.
This game is REALLY good, honestly. It's very hard but also satisfying as hell when you figure out what to do. If you want to delete my comment so people can't just check my vid to figure it out, I'll understand. I trimmed it down to keep the vid flowing but it probably took me about 2 hours to figure it all out. And I appreciate the help with the Jane Doe part! The ending was great! I'm dying to see more of this. Thank you so much for this badass game!
Just watched your video, so glad you stuck with it. My biggest fear was making the design choice to not give to many clues. I played around with the idea of a difficulty setting when it comes to the puzzles and triggers and your play through and commentary really helps as feedback. I really appreciate it. You got a thumbs up from me and I subscribed. Like your style!
Thank you! It's definitely one of the hardest games I've played but from the beginning I could tell it was something special. So I definitely didn't want to give up. The story is unfolding so subtly but it makes it feel even more interesting like that and I keep wanting to know more. It's got a very dark and gritty feel to it that leaves me feeling a little uneasy, and I love that haha. I can't wait to see what else you do!
Show post...
i like vibes retro psx creepy but so hard ..Thank you for playing and for your feedback, it will definitely be taken into consideration in future builds as I try to male this game better.
Show post...
:d i like help dev
Awesome, will keep your contact info handy. Glad you enjoyed the demo.
This seems like a really cool game but it's so hard to figure out what to do. I'm stuck after finding the cat in the pool. And it took me a while to get that far.
Thank you for playing and for the feedback. I hope you stick with it and hope to hear more from you if you finish. I've also made note of what you said.
Did you go into the building at the front of the motel? There is a puzzle in there that needs to be solved.
Yeah i was in there looking around at everything but i wasn't sure what to do with the info. I saw 10:12 on the clock and that Jane Doe had signed in at that time, but I'm lost after that. I even tried again today for about 45min and couldn't figure out what to do in there. I want to finish the game but I'm out of ideas.
You have to exit the book while on the "Jane Doe 10:12" page. You will hear a broken bell ring. At that point, you have to ring the bell on the counter.
Thank you! I'm gonna try that right now. I appreciate the help.