I like walking around and exploring. Currently there are many dead ends, I hope it doesn’t remain like that. The music design I enjoyed very much, the voice acting mostly does not appeal to me, perhaps these metaphysical entities could sound less human-like?
The writing is very dense and seems to not make sense, but with time you understand some pieces of it. I wish there were still some people to talk to around, like the guy in that one earlier demo.
The shaders may be a bit over the top, things are very chaotic from up close. Or maybe use different approaches in different locations? I was very sad about the low view distance in many places. I guess it’s a technical limitation.
Fighting is apparently no longer possible (still advertised in the controls), but the tank-style movement remains default. Doesn’t make sense, or? It hurts when trying to interact with the portal-statues, because often the "Open" prompt shows up only once you’re in a weird angle. I think the range on that "Open" should be higher in general. It’s also unfortunate that many statues cannot be "Opened" at all. Normally in a game you would expect consistent behaviour on this, idk, maybe you can get away with the confusion since it’s a confusing game to begin with.
Having to hold Shift the entire time is stupid, remove running it or make it a toggle imo. For the atmosphere, going slow is better, but if you are "playing" this like a game you want to always run.
Happy to see this growing, you put in some amazing places. Keep up the grind, flesh out this tale of Mongol’s.
Schitzokino, just the way I like it. Aesthetics are FANTASTIC, so is the voice acting (unironically). I think I was slowly starting to understand what's going on. No, I can't explain what's going on.
The levels are a bit barren. Some locations were plain empty, and I just kept wondering until I got bored, which is unfortunate. While I loved some of the encounters - some locations felt underwhelming, like the "4 houses" location. Either it's a dead end or I had no idea what to do there.
Interesting stuff. More of an experience than a game
-Intro was neat, like being dropped into the middle of something.
-I'm not typically a fan of shifting verts, but it kind of fits for this world, like some sort of breathing flesh.
-Game feels too vague to get good traction. The map is completely black, the ammo is severely limited, I have no direction. best I can say is that the visuals are intriguing.
Comments
Take 1 (browser) -- Take 2 (wine) -- Take 3 (windows)
I like walking around and exploring. Currently there are many dead ends, I hope it doesn’t remain like that. The music design I enjoyed very much, the voice acting mostly does not appeal to me, perhaps these metaphysical entities could sound less human-like?
The writing is very dense and seems to not make sense, but with time you understand some pieces of it. I wish there were still some people to talk to around, like the guy in that one earlier demo.
The shaders may be a bit over the top, things are very chaotic from up close. Or maybe use different approaches in different locations? I was very sad about the low view distance in many places. I guess it’s a technical limitation.
Fighting is apparently no longer possible (still advertised in the controls), but the tank-style movement remains default. Doesn’t make sense, or? It hurts when trying to interact with the portal-statues, because often the "Open" prompt shows up only once you’re in a weird angle. I think the range on that "Open" should be higher in general. It’s also unfortunate that many statues cannot be "Opened" at all. Normally in a game you would expect consistent behaviour on this, idk, maybe you can get away with the confusion since it’s a confusing game to begin with.
Having to hold Shift the entire time is stupid, remove running it or make it a toggle imo. For the atmosphere, going slow is better, but if you are "playing" this like a game you want to always run.
Happy to see this growing, you put in some amazing places. Keep up the grind, flesh out this tale of Mongol’s.
Schitzokino, just the way I like it. Aesthetics are FANTASTIC, so is the voice acting (unironically). I think I was slowly starting to understand what's going on. No, I can't explain what's going on.
The levels are a bit barren. Some locations were plain empty, and I just kept wondering until I got bored, which is unfortunate. While I loved some of the encounters - some locations felt underwhelming, like the "4 houses" location. Either it's a dead end or I had no idea what to do there.
Interesting stuff. More of an experience than a game
-Intro was neat, like being dropped into the middle of something.
-I'm not typically a fan of shifting verts, but it kind of fits for this world, like some sort of breathing flesh.
-Game feels too vague to get good traction. The map is completely black, the ammo is severely limited, I have no direction. best I can say is that the visuals are intriguing.
I don’t know what I just played. I do want to know more though.
Attacks don’t seem to have any feedback, I don’t think I could attack at all and the only way to see that I’d taken damage was to check the inventory.
Worked on Linux with proton, my controller worked as well. Grateful that “tank controls” didn’t apply to the controller.