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A jam submission

Aether Singularity DemoView game page

Submitted by Alenar Soft (@alenarsoft) — 1 day, 6 hours before the deadline
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Aether Singularity Demo's itch.io page

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Comments

(3 edits)

Good soundtrack, interesting premise overall.  Not particularly a fan of PS1 looks, but here it looks well made and put together so it goes well with the aesthetic.

The default keybinds are well, odd, but they can be remapped so it's not really an issue. Keyboard controls are tanky,i guess it's a stylistic choice to emulate the old Resident Evil games feeling, however the dodging feels especially clunkier than the other controls. It just doesn't feel good. I haven't tried it with a joystick yet, but from what i read from the other comments it's likely a lot more fluid.

Submitted
  • I liked the gameplay. It's mostly functional.
  • I like the PS1 look, but would prefer a proper high resolution, low poly look. Like emulated PS1 games.
  • The auto-aim doesn't work well when there's multiple targets. It seems to be based on which one is closest to me rather than which one I'm facing towards.
(1 edit) (+1)

Glad I checked out this demoday because this game is really sick.

The aesthetics are brilliant. The demons definitely stick out but I kind of like that because it gives them that otherworldly feeling. Music is really fitting too, major props. I know a lot of people are big fans of the psx aesthetic, myself included and it does work here.  Portraits aren't that good but they are definitely placeholder art so I am sure you're aware of that. 

I did not use the tank controls. I don't know why anyone would use tank controls. That being said, camera relative movement is nice but the weird turning that happens when you are using stick feels really bad. I know this game has combat so it's kind of relevant but it just kinda of feels weird to me.  Fixed camera angles are a fun thing to work with but I wouldn't do anything more than 90 degrees (across transitions that is), even with axis correction it feels really weird. 

Combat feels not particularly interesting and I think it's mostly because of mob AI. The best mob in the game I feel is the seahorse creature because dodging it's line attack gives you a window of opportunity to really nail it, but also the seahorse's melee attack is really fast and I could never get out of the way in time. 

Outside of combat, everything does feel really slow. The cutscenes don't let you advance with a button, you can only skip, which I think is really irritating to me because I am sitting there for several seconds doing nothing after having already read the dialog every time a new dialog pops up in a cutscene. If the cutscenes aren't going to be voiced I feel like it's only fair that you do not hold the player to your dialog speed. I don't want to skip it either, i'm interested as hell in what is actually happening but the dialog......goes....like..........this........... 


Anyway yeah this game kicks ass. I hope you're able to really build on it because the foundation is rock solid and it would be a shame to rush things and waste it all. I am seeing December 2024 but that's hopefully placeholder? Either that or you've done a lot more than what is shown. +1 wishlist 

Developer

Updated to fix issues such as the inventory disabling controller input when closed.

Developer

Updated once again with better inventory visuals and preventing input rebinds from being reset between scenes. Sorry!

Submitted

i probably mentioned it in the past, and i know that this it your artistic vision, but i do believe that making the portraits and the models even just slightly less "crunchy" would make things look clearer and nicer.

some of the tutorial text was slightly hard to read too, like the "press LB or RB" prompts

played it on keyboard, it's pretty good

love the new models and animations

before i got a chance to change it, the volume of the text in the intro was VERY loud.

Submitted (1 edit)

comments: nice visual design but im not an art person so anything thats passable will look good to me,

after dying and respawning all sfx is muted

runs smoothly

you know better than me for gamedesign

at the fight in the homosexual's room with the weird hospital bed i got filtered, died like 5 times and dropped it.

the fighting is not fun but are you aiming for fun combat? its very hard to manouever with a keyboard as im not used to A D and to rotate and W and S for transform.forward movement, 

maybe allow for reloading while moving (feature creep)

maybe allow shooting while moving (also feature creep)

found the red guy's attack a bit too fast , and the ranged enemy's rotation speed to be too fast you have to be constantly on the move for a level one enemy but then again its up to you to decide on enemy design

Story is fun although i skipped all the cutscenes but the vibe of it is good, they dont make games that take place in the near past anymore 

have a good day