Hi everyone,
I’d like to share my very first project, Father’s Heritage, a first-person psychological horror game I’m developing in Godot 4.4.
The game follows a son who enters a place his father secretly kept hidden from the family. It is not a home he grew up in, but a disturbing location filled with traces of a hidden life, lost spirits, fear, and painful secrets. As the player explores the house and the surrounding areas, they uncover clues about who the father really was and what happened there.
My main focus with this project is atmosphere, tension, and storytelling. I want the horror to come not only from enemies and danger, but also from the feeling of stepping deeper into something that was never meant to be discovered. The game features first-person exploration, supernatural elements, environmental storytelling, hostile creatures, and a strong emphasis on psychological unease.
The game is currently in beta testing and is being actively improved and expanded, so I would really appreciate your feedback. In particular, I’d love to hear your thoughts on:
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UI text visibility and readability — is the interface text clear enough and easy to read?
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What you enjoyed the most
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What felt missing or what you would like to see added to the game
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Any bugs or technical issues you encountered
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The overall atmosphere and whether the game feels immersive and unsettling
You can check it out here: https://nyctogrovestudio.itch.io/fathers-heritage
I’m also using this project to push my skills in Godot, especially in areas like AI behavior, environmental interaction, horror pacing, sound design, and immersive first-person gameplay systems.
(TRAILER) https://www.youtube.com/watch?v=cjjvDvYrYn8
Thank you for reading, and I’d be very grateful for any feedback you’d like to share.
5 Likes
Overall impression
I’ve said it before, but the atmosphere is quite good, even though some things are rough around the edges 
For instance, the looping music doesn’t line up to loop neatly, which makes the presentation feel a little choppy.
I think my favorite aspect of the game is just walking around without any real danger, as the dangers in the game tend to end the session out of nowhere.
Gameplay
- It’s still very hard to know where one is going / what there is to find - paths or similar details in the environment would help with this. Having a longer range for the flashlight would also help.
- The area 2 maze is incredibly confusing, without a map or any indication of where to go. The fact that it’s mostly pitch-dark makes it even harder to navigate. Baddies can’t be seen until they’re right next to you, so it’s difficult making any kind of informed decision about where to go.
The details like unique masks on the walls do help distinguish areas from each other, but this could be expanded upon with other objects, areas that look more distinct from each other, color coding (for instance, in ‘this area’ the torches burn blue), and so on. You could also have some indication of where the player has been, like lighting the torches where the player goes.
- The hovering mask in area 2 seems like it should do something, same with the hovering ghost girl. The “help me” seems to lead there, but I can’t figure out what to do with it?
UI etc
- There should be some UI indication of what equipment slot is selected. Alternatively, simply put flashlight on/off on key F, and don’t require it to be equipped, which is what most games do. As far as I know, the equipment slots are currently unused anyway.
- Item pickup is still a little off (item too high / interaction point too low). One would expect the item to be in the center of the screen for the right pickup point.
Bugs etc
- Flashlight light disappears when close to a wall or similar.
- The game should pause on loss of focus
- Interaction with TV should probably turn it on and off, rather than restart TV sequence.
Thanks again for taking the time to test the game and share detailed feedback — especially since you’ve already helped test it before. I really appreciate you coming back to it.
The issues you mentioned are all noted, and I’ll be working on them. When you spend a long time building a game, you get very used to the layout and logic of places like the maze, so it becomes harder to notice what might be confusing for a new player. That is why outside feedback like this is so valuable.
Your notes about navigation, Maze, environmental readability, UI feedback, interactions, and the bugs you mentioned all help me see more clearly what needs attention, and I’ll be addressing those points in future updates.
I also wanted to ask about the looping music issue you mentioned — which part exactly did you mean there? And also, when you mentioned that the game should pause on loss of focus, what exactly did you mean by that?
2 Likes
Excellent 
The TV music stands out, and I’m not sure it ever times out.
I mean that when the user switches to another window, the game might as well pause, which also stops the audio. It’s common courtesy, and should be very easy to do with the _notification function.
1 Like
Okay, I understand
Thank you for the clarification.
1 Like
The download just hung and wouldn’t start from the webpage. I’m now downloading from the Itch app.