played on linux, no problems as far as I can tell. Kinda expected since its java.
transitions to menu and inventory are slow, but you already know that
menu navigation could wrap around
dev dialogue is soul
there is no problem solving in using items since it just shows up as an option when interacting. i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving
not sure how the attributes would have changed gameplay
the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia
You never know. I'm devving on mac and the first windows build was broken, so... OSs like to act up when you peek outside of JVM
>menu navigation could wrap around
You mean in interaction menus? Gotcha, will do that.
>i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving
Yeah, I'm playing around with the idea of not just adding a new interaction option with text attached. The "Equip L/R" from the inventory is a leftover from one such attempt. Thanks for the idea, I'll see what I can do.
>not sure how the attributes would have changed gameplay
The core route is kinda similar - you still need to craft a certain item and use it on a certain object in 4/5 stat routes (one stat route is 0 in all, impossible in game but I use it to check if the game's beatable), but stats can give you "skips" so you may not have to set all the flags. And all stats play a role in the final interaction - so you have 5 options (1 for each stat + 1 for zero in all stats) to complete the demo. And one stat allows you to skip crafting a certain item and the final interaction "puzzle", but there's RNG involved - at lvl5 it's 30% chance to succeed and 100% chance to not be able to try again (it scales down with each stat level down, with 0 being impossible and 0.01% chance to succeed and 0% chance to not be able to try again)
>the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia
Yeah, the enemy is not implemented. It will be there though!
I am not too sharp with quests, so I walked around for quite some time. Maybe you could give a little bit light around the player, because slowly rotating flashlight or running into object to correct the flashlight direction isn't smooth. Light flickering kinda bothered me, I could finally roam around without hitting every object, but lights were out quite frequently and for a good time. (maybe you could keep the whole flickering, but please make the dark times short) TTS use is interesting, it's the most scary part right now :D Interactions were always getting me, I always thought that after text description it will close the interaction box, but it didn't and I inspected (or took) something immediately. You have second plant in cafeteria (right-up) that doesn't have ANY interactions, but it opens the interaction box. Flavour text is fun. Not sure where I got code for elevator (probably didn't read hard enough)
ZCRPG (Zabroshka Communism Role Playing Game) is interesting, would love to see more of it in the future. (hopefully with more light c; )
Thanks for playing the demo! >Maybe you could give a little bit light around the player, because slowly rotating flashlight or running into object to correct the flashlight direction isn't smooth.
Yeah, I think I'll have to add a bit more readability to the interactible objects on the map. I'll think on how to make it more player-friendly, including the interactions window not closing.
>Light flickering kinda bothered me, I could finally roam around without hitting every object, but lights were out quite frequently and for a good time
I was planning on having actual point lights on the map, but they messed with the flashlight. So I had to settle on the ambient light. The problem with it is that the map does not look great when visible, so I wanted to offset it with flickers. So it's kinda intentional, but also a huge crutch that I'll have to rework. Thanks for the feedback!
>You have second plant in cafeteria (right-up) that doesn't have ANY interactions, but it opens the interaction box.
Yeah, it's interactions are actually assigned to the plant at the bottom left. It's a bug, thanks for reporting!
>Not sure where I got code for elevator (probably didn't read hard enough)
Yeah, I'll have to make the flag setting (like getting generator recipe and keycode) more obvious. I'll probably add something like a "notes" screen for that.
Here goes award to 'He's literally me' moment of this DD.
I recall your dialogue demo from previous DD, I enjoyed it. I would've never guessed it'd lead me to an abandoned post soviet schizo dungeon.
As for notes - Enter shouldn't be for interaction and playing with light, it can build suspense but it also can get problematic.
Is there an insanity score and does it decrease every time you inspect item again? I might have switched focus to different item by accident but I could swear those change to random flavor texts. Music does it's job, the voice is a massive addition to horror engine. Level design is good, I did get turned around a bit but eventually learned the layout.
Can't wait to see what's down in the basement, I was also afraid to see a certain character creep just barely outside of the stream of light, or just pop up for split of a second when the light flickered.
You've got something great in the works here, hope to see more next DD
Thanks a lot for playing the demo! I'm very glad the game had the intended effect. >Is there an insanity score and does it decrease every time you inspect item again No, but there are a couple of locations where you could overlap with 2 interaction sensors at the same time, and that's wonky. Also - yeah, the "inspect" may change after you've inspected once. It's used a couple of times for some shenanigans.
Thanks for your review, I hope you'll enjoy what I've planned next!
Love the vision. There's nice writing in this game. Interesting flavortexts, i.e. the description of the environment on top right seems to evolve as the player character observes more of the structure, description of the stats (Strength, intelligence etc.) offer an intriguing perspective. I couldn't finish it with a 4perception 2intelligence character. Picked up all the items for diesel and found the generator, but didn't know how to actually make the fuel. I guess there's an inventory screen? couldn't figure it out.
Some feedback : 1.There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options. 2.Thought the item pickup dialogue was inconsistent. Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once, passcodes are remembered without any take option...this could relate back to exposing the inventory screen to the player more intuitively. 3. the flashlight system is novel but it has room for visual improvement. Could be higher res, or take advantage of other lighting techniques.
It's possible to finish the game with 0 in all stats, but yeah, it involves the inventory screen that's crucial for that. I'll have to make a tutorial for that since it seems like a common issue.
>There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options.
Yeah, that's a bug. 1 set should be on the pot with no interactions.
>Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once
Yeah, I see what to mean. I'll fix it for the next demo
>passcodes are remembered without any take option
I didn't want to clutter the inventory with notes, so I made them "memorized". I'll think of how to organize it better, probably with a "Notes" screen
>the flashlight system is novel but it has room for visual improvement
Yeah, it has a lot of tech limitations, It's not pretty on a technical demo and has a lot of limitations, so I'll be doing a lot of fixing with that.
Starting with a warning that I'm incredibly biased since this game appeals to me, personally.
The game is technically impressive considering that it's a custom engine. I don't think it's something that players are going to care about but I'm taking it into consideration. I understand just enough to understand the level of complexity that went into the dialogue system or some of the interaction update mechanics. The fact that the game came out on the other end as even just the foundation for a solid gaming experience is impressive.
When I hear that a game is a zero combat game I know to expect something special. I like stat-dependent progression. I think the use of the skill types is applied very well within the limited scope of the game. Beat the game and will definitely try different stat builds.
OLD-SCHOOL GAME DESIGN
I admire this game for being faithful to its retro vibe but I always try to bring attention to outdated game design conventions when I can. If your intention is to convey that with your game then just use this feedback as a general pointer on how it's being perceived. I do the same thing so I know the dilemma between authentic retro mechanics and overly-modernized mechanics simplified for the convenience of the player is a constant game design question.
The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that. Maybe there could be some kind of blinking colour indicator there to attract a player's attention when something is being "observed". Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.
Interaction mechanics are a little clunky and since the little interaction window is tucked away in the upper left corner you instinctively just forget it's there all the time and try walking while it's still open.
Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.
In the few places where you get information about you goal (making the fuel), after inspecting the instructions once, it updates to a new inspection text and you can never read the exact instructions again. Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing.
All things considered the game actually dodges some age old problems pretty skillfully -- this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here. But then again this demo was pretty straightforward so it's something to be more careful with when the game grows in scope and complexity.
Going to test how much the run changes based on stats.
TECHNICAL
Got no serious bugs. No system issues after the resolution issue was patched.
Flashlight's light looks kinda weird but I think it might be as good as it needs to be for that level of graphical fidelity.
Some manual errors in interaction scripting but nothing that broke the game.
SOUND AND MUSIC
The copyrighted music is cool, but very distracting, especially for this kind of gameplay. I agree that the royalty free is a lot more generic and boring but that allows for better concentration and better awareness when playing. The copyrighted music is still a fitting pick but feels like it should be reserved for specific moments rather than used as a main loop.
The vibe of the game is completely different depending on the track. The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for.
The protagonist TTS voiceover is also pretty distracting. I think it's still a good idea to have some kind of brief sound effect for the protagonist's thoughts, but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.
Text-heavy games should do everything possible to settle down the mind of the player and remove any unnnecessary distractions during reading time.
SETTING AND WRITING
Enjoyed it because I just love exploration interaction adventures. Scenario seems like something I would come up with, and it's a promising start to an interesting adventure.
Writing was clever. Gets too clever in some places but that's up to taste.
Want more. And thank you again for the great stream.
Thanks a lot for playing the demo, and for giving such a detailed review! You've managed to notice a lot of shortcoming that I was afraid would be noticed :) I will add a bit more context for what's going on.
>The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that It's supposed to be "current thoughts", and right now it's pure fluff. The intention is to kinda convey what the character "thinks" and add a bit more atmosphere to the game. I haven't been able to finish the contextualized thoughts in time for the demo. But I'll take notice that both it and interaction menu are "out of sight", especially with the interaction menu - I don't want the user to get confused in the dark.
>Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.
Yeah, that's the idea that I haven't implemented yet. Currently it just picks a random thought for each room, kinda like "give you a vague idea of where you are".
>Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.
Yeah, I've scrapped "equip anything" last minute. Originally I planned to do "equip the item to use it", but it was too annoying. I will definitely return to this idea, but the inventory currently is used only for combining items.
>Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing
Got it, didn't think of that. The items alter their description if you know how to use it, but I didn't think about "full item list". Will probably make a screen for notes and context.
>this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here.
Glad to hear! I was kinda scared because the main "gameplay" revolved around "Inspect anything remotely interesting", so I was wandering wether I've put "too many" hints or "not enough".
>The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for. It's definitely trying to go for atmosphere. Though I always felt that the copyrighted is way more depressing. Good thing I switched it to not be default.
>but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.
Yeah, you're right. It seemed like a good idea when I implemented it, but I guess I just got used to it. I'll limit it's usage next demo
Thanks for your review, and I'm glad you enjoyed both the game and the stream, I have a lot of fun playing your game!
I like it in concept but I think the flashlight could maybe light up more of the room (bounce light?) Unless you plan on adding some intentional mechanic behind it, but as it is right now limiting my view like that is at best just a nuisance. Also unequipping the flashlight seems pointless because then you cannot see anything at all?
Thanks for playing the demo! The flashlight was tuned to be able to reach the opposite wall in most rooms. It's not used in any meaningful way at the moment.
> Also unequipping the flashlight seems pointless because then you cannot see anything at all?
Yeah, it's a leftover from the system that I removed last minute. I'll fix it next demo.
Thanks a lot for playing the demo! The demo ends when you enter the elevator (in reality there's the same congratulations screen as the last demo) After you make diesel - you can activate the generator (behind the locked door in the second room) and then open the elevator I'll have a watch a bit later to see your steps
Inventory is TAB (It's rebindable in the controls in settings)
Crowbar gives you a chance to pry open the elevator door if your strength skill is high enough. It can also break. You can also pry open the keypad next to the elevator, however any interaction with the elevator keypad requires power.
When I start the game it puts my character in the corner of the screen. I'm assuming that this is windows' fault since that seems like the obvious explanation. I tried resizing the window in different ways. I tried just opening the game and not resizing the window in any way. Nothing changes. I can walk around and interact with stuff but I can't see what I'm interacting with and I can walk off screen to what I assume is the next room you're supposed to go to, but you can't see where you're going so can't progress.
Most of the screens display correctly though. UI works. Dialogue screen is working fine.
From what I got to experience it got me intrigued. Gonna keep trying to get it working but I'm not tech literate enough to know what's going on.
Yeah, windows build will be broken for the majority of players. I apologize for the inconvenience, pulled the win build down, will push a fix and reupload.
Comments
played on linux, no problems as far as I can tell. Kinda expected since its java.
transitions to menu and inventory are slow, but you already know that
menu navigation could wrap around
dev dialogue is soul
there is no problem solving in using items since it just shows up as an option when interacting. i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving
not sure how the attributes would have changed gameplay
the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia
Thank you very much for playing the demo!
>Kinda expected since its java.
You never know. I'm devving on mac and the first windows build was broken, so... OSs like to act up when you peek outside of JVM
>menu navigation could wrap around
You mean in interaction menus? Gotcha, will do that.
>i think having to open your inventory in front of an interactible and then using it would give the player more opportunities for problem solving
Yeah, I'm playing around with the idea of not just adding a new interaction option with text attached. The "Equip L/R" from the inventory is a leftover from one such attempt. Thanks for the idea, I'll see what I can do.
>not sure how the attributes would have changed gameplay
The core route is kinda similar - you still need to craft a certain item and use it on a certain object in 4/5 stat routes (one stat route is 0 in all, impossible in game but I use it to check if the game's beatable), but stats can give you "skips" so you may not have to set all the flags. And all stats play a role in the final interaction - so you have 5 options (1 for each stat + 1 for zero in all stats) to complete the demo. And one stat allows you to skip crafting a certain item and the final interaction "puzzle", but there's RNG involved - at lvl5 it's 30% chance to succeed and 100% chance to not be able to try again (it scales down with each stat level down, with 0 being impossible and 0.01% chance to succeed and 0% chance to not be able to try again)
>the atmosphere is nice, i was always expecting needing to run away from some monster or something, like in amnesia
Yeah, the enemy is not implemented. It will be there though!
Thanks for your review, I appreciate it!
A little bit late one.
I am not too sharp with quests, so I walked around for quite some time.
Maybe you could give a little bit light around the player, because slowly rotating flashlight or running into object to correct the flashlight direction isn't smooth.
Light flickering kinda bothered me, I could finally roam around without hitting every object, but lights were out quite frequently and for a good time. (maybe you could keep the whole flickering, but please make the dark times short)
TTS use is interesting, it's the most scary part right now :D
Interactions were always getting me, I always thought that after text description it will close the interaction box, but it didn't and I inspected (or took) something immediately.
You have second plant in cafeteria (right-up) that doesn't have ANY interactions, but it opens the interaction box.
Flavour text is fun.
Not sure where I got code for elevator (probably didn't read hard enough)
ZCRPG (Zabroshka Communism Role Playing Game) is interesting, would love to see more of it in the future. (hopefully with more light c; )
Thanks for playing the demo!
>Maybe you could give a little bit light around the player, because slowly rotating flashlight or running into object to correct the flashlight direction isn't smooth.
Yeah, I think I'll have to add a bit more readability to the interactible objects on the map. I'll think on how to make it more player-friendly, including the interactions window not closing.
>Light flickering kinda bothered me, I could finally roam around without hitting every object, but lights were out quite frequently and for a good time
I was planning on having actual point lights on the map, but they messed with the flashlight. So I had to settle on the ambient light. The problem with it is that the map does not look great when visible, so I wanted to offset it with flickers. So it's kinda intentional, but also a huge crutch that I'll have to rework. Thanks for the feedback!
>You have second plant in cafeteria (right-up) that doesn't have ANY interactions, but it opens the interaction box.
Yeah, it's interactions are actually assigned to the plant at the bottom left. It's a bug, thanks for reporting!
>Not sure where I got code for elevator (probably didn't read hard enough)
Yeah, I'll have to make the flag setting (like getting generator recipe and keycode) more obvious. I'll probably add something like a "notes" screen for that.
Thanks for your review!
Here goes award to 'He's literally me' moment of this DD.
I recall your dialogue demo from previous DD, I enjoyed it. I would've never guessed it'd lead me to an abandoned post soviet schizo dungeon.
As for notes - Enter shouldn't be for interaction and playing with light, it can build suspense but it also can get problematic.
Is there an insanity score and does it decrease every time you inspect item again? I might have switched focus to different item by accident but I could swear those change to random flavor texts. Music does it's job, the voice is a massive addition to horror engine. Level design is good, I did get turned around a bit but eventually learned the layout.
Can't wait to see what's down in the basement, I was also afraid to see a certain character creep just barely outside of the stream of light, or just pop up for split of a second when the light flickered.
You've got something great in the works here, hope to see more next DD
Thanks a lot for playing the demo! I'm very glad the game had the intended effect.
>Is there an insanity score and does it decrease every time you inspect item again
No, but there are a couple of locations where you could overlap with 2 interaction sensors at the same time, and that's wonky.
Also - yeah, the "inspect" may change after you've inspected once. It's used a couple of times for some shenanigans.
Thanks for your review, I hope you'll enjoy what I've planned next!
Love the vision. There's nice writing in this game. Interesting flavortexts, i.e. the description of the environment on top right seems to evolve as the player character observes more of the structure, description of the stats (Strength, intelligence etc.) offer an intriguing perspective. I couldn't finish it with a 4perception 2intelligence character. Picked up all the items for diesel and found the generator, but didn't know how to actually make the fuel. I guess there's an inventory screen? couldn't figure it out.
Some feedback : 1.There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options. 2.Thought the item pickup dialogue was inconsistent. Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once, passcodes are remembered without any take option...this could relate back to exposing the inventory screen to the player more intuitively. 3. the flashlight system is novel but it has room for visual improvement. Could be higher res, or take advantage of other lighting techniques.
Excited to see where it goes.
Thanks a lot for playing the game!
It's possible to finish the game with 0 in all stats, but yeah, it involves the inventory screen that's crucial for that. I'll have to make a tutorial for that since it seems like a common issue.
>There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options.
Yeah, that's a bug. 1 set should be on the pot with no interactions.
>Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once
Yeah, I see what to mean. I'll fix it for the next demo
>passcodes are remembered without any take option
I didn't want to clutter the inventory with notes, so I made them "memorized". I'll think of how to organize it better, probably with a "Notes" screen
>the flashlight system is novel but it has room for visual improvement
Yeah, it has a lot of tech limitations, It's not pretty on a technical demo and has a lot of limitations, so I'll be doing a lot of fixing with that.
Thanks for your feedback!
Starting with a warning that I'm incredibly biased since this game appeals to me, personally.
The game is technically impressive considering that it's a custom engine. I don't think it's something that players are going to care about but I'm taking it into consideration. I understand just enough to understand the level of complexity that went into the dialogue system or some of the interaction update mechanics. The fact that the
game came out on the other end as even just the foundation for a solid gaming experience is impressive.
When I hear that a game is a zero combat game I know to expect something special. I like stat-dependent progression. I think the use of the skill types is applied very well within the limited scope of the game. Beat the game and will definitely try different stat builds.
OLD-SCHOOL GAME DESIGN
I admire this game for being faithful to its retro vibe but I always try to bring attention to outdated game design conventions when I can. If your intention is to convey that with your game then just use this feedback as a general pointer on how it's being perceived. I do the same thing so I know the dilemma between authentic retro mechanics and overly-modernized mechanics simplified for the convenience of the player is a constant game design question.
The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that. Maybe there could be some kind of blinking colour indicator there to attract a player's attention when something is being "observed". Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.
Interaction mechanics are a little clunky and since the little interaction window is tucked away in the upper left corner you instinctively just forget it's there all the time and try walking while it's still open.
Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.
In the few places where you get information about you goal (making the fuel), after inspecting the instructions once, it updates to a new inspection text and you can never read the exact instructions again. Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing.
All things considered the game actually dodges some age old problems pretty skillfully -- this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here. But then again this demo was pretty straightforward so it's something to be more careful with when the game grows in scope and complexity.
Going to test how much the run changes based on stats.
TECHNICAL
Got no serious bugs. No system issues after the resolution issue was patched.
Flashlight's light looks kinda weird but I think it might be as good as it needs to be for that level of graphical fidelity.
Some manual errors in interaction scripting but nothing that broke the game.
SOUND AND MUSIC
The copyrighted music is cool, but very distracting, especially for this kind of gameplay. I agree that the royalty free is a lot more generic and boring but that allows for better concentration and better awareness when playing. The copyrighted music is still a fitting pick but feels like it should be reserved for specific moments rather than used as a main loop.
The vibe of the game is completely different depending on the track. The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for.
The protagonist TTS voiceover is also pretty distracting. I think it's still a good idea to have some kind of brief sound effect for the
protagonist's thoughts, but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.
Text-heavy games should do everything possible to settle down the mind of the player and remove any unnnecessary distractions during reading time.
SETTING AND WRITING
Enjoyed it because I just love exploration interaction adventures. Scenario seems like something I would come up with, and it's a promising start to an interesting adventure.
Writing was clever. Gets too clever in some places but that's up to taste.
Want more. And thank you again for the great stream.
Thanks a lot for playing the demo, and for giving such a detailed review!
You've managed to notice a lot of shortcoming that I was afraid would be noticed :)
I will add a bit more context for what's going on.
>The observation display at the bottom is a great mechanic, it just seems very easy to overlook a lot of the time since it's tucked away in the corner like that
It's supposed to be "current thoughts", and right now it's pure fluff. The intention is to kinda convey what the character "thinks" and add a bit more atmosphere to the game. I haven't been able to finish the contextualized thoughts in time for the demo. But I'll take notice that both it and interaction menu are "out of sight", especially with the interaction menu - I don't want the user to get confused in the dark.
>Maybe pause that system from showing those messages while the thought chatter window is running, since it divides the attention of the player.
Yeah, that's the idea that I haven't implemented yet. Currently it just picks a random thought for each room, kinda like "give you a vague idea of where you are".
>Inventory is just a tiny bit obtuse given that using items doesn't require the player to select them or equip them in any way and the interactions just appear in the interaction selection automatically. Would be nice if that was clearer.
Yeah, I've scrapped "equip anything" last minute. Originally I planned to do "equip the item to use it", but it was too annoying. I will definitely return to this idea, but the inventory currently is used only for combining items.
>Would be nice to be able to read the list of things you're looking for as many times as needed, to at least remind yourself what you're missing
Got it, didn't think of that. The items alter their description if you know how to use it, but I didn't think about "full item list". Will probably make a screen for notes and context.
>this is stuff like the point-and-click game moon logic problem where you never know what to do next. Never had that problem here.
Glad to hear! I was kinda scared because the main "gameplay" revolved around "Inspect anything remotely interesting", so I was wandering wether I've put "too many" hints or "not enough".
>The first one sound a bit more somber and atmospheric the second one is very arcadey and energetic. Depends what the game is going for.
It's definitely trying to go for atmosphere. Though I always felt that the copyrighted is way more depressing. Good thing I switched it to not be default.
>but complete sound clips for every line seems like overkill unless the game is normally voice acted or uses softer sounds that aren't as hostile towards the ears.
Yeah, you're right. It seemed like a good idea when I implemented it, but I guess I just got used to it. I'll limit it's usage next demo
Thanks for your review, and I'm glad you enjoyed both the game and the stream, I have a lot of fun playing your game!
I like it in concept but I think the flashlight could maybe light up more of the room (bounce light?) Unless you plan on adding some intentional mechanic behind it, but as it is right now limiting my view like that is at best just a nuisance. Also unequipping the flashlight seems pointless because then you cannot see anything at all?
Thanks for playing the demo!
The flashlight was tuned to be able to reach the opposite wall in most rooms. It's not used in any meaningful way at the moment.
> Also unequipping the flashlight seems pointless because then you cannot see anything at all?
Yeah, it's a leftover from the system that I removed last minute. I'll fix it next demo.
https://www.twitch.tv/videos/2136127868
Very cool tech and story approach. I managed to make Diesel and then got stuck, or maybe it is the end of the demo.
Thanks a lot for playing the demo!
The demo ends when you enter the elevator (in reality there's the same congratulations screen as the last demo)
After you make diesel - you can activate the generator (behind the locked door in the second room) and then open the elevator
I'll have a watch a bit later to see your steps
ok i got the keys, i used it to get the crowbar but then i don't really know what to do with it.
i talked with the guys at the door and they fucking abandoned me lol
how do i open the inventory?
anyway, it's basically a completely different game than last time.
(i actually kinda enjoyed the more relaxing vibe of that one, this has more of a "hopeless" vibe to it)
one thing though, the robotic voice is kinda bad imho. it gets tiresome quickly
maybe simple blips and boops would be better
Thanks for playing the demo!
Inventory is TAB (It's rebindable in the controls in settings)
Crowbar gives you a chance to pry open the elevator door if your strength skill is high enough. It can also break. You can also pry open the keypad next to the elevator, however any interaction with the elevator keypad requires power.
When I start the game it puts my character in the corner of the screen. I'm assuming that this is windows' fault since that seems like the obvious explanation. I tried resizing the window in different ways. I tried just opening the game and not resizing the window in any way. Nothing changes. I can walk around and interact with stuff but I can't see what I'm interacting with and I can walk off screen to what I assume is the next room you're supposed to go to, but you can't see where you're going so can't progress.
Most of the screens display correctly though. UI works. Dialogue screen is working fine.
From what I got to experience it got me intrigued. Gonna keep trying to get it working but I'm not tech literate enough to know what's going on.
Uh, I think I know what caused this - the HDPI detection messed up.
Can you please tell me your monitor resolution and do you know if you have any sort of HDPI running?
I'll try to push a fix ASAP
Yeah, windows build will be broken for the majority of players.
I apologize for the inconvenience, pulled the win build down, will push a fix and reupload.
I've updated the windows build, it seems to work now.
Thanks for reporting the issue, I would appreciate it if you could give the demo one more try!