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(+1)

It is a great game and I see amazing potential in it. For the first public beta it is just awesome.

I love it, and I think I would enjoy playing a full game like this, especially with more polished mechanics and maybe some plot and new models/features/mechanics.

Bugs:

1. If you use "Z" to see enemies through walls, it kills brightness and does not reset it after you release the button and stop using the ability. Therefore, you can't see anything after this point unless you go to options and set brightness to extreme levels. Since I, being a new player, play very cautiously when I start playing a new stealth game I don't know, thig bug has greeted me with open arms.

2. As I see it, currently there is no way to say what "weight" character has, since player's model looks identically scrawny at any "weight" level right now. However, I have suspicions that it does not work as intended, since beams start screaming atrociously even after the player has eaten just one guard and climbs on empty stomach after having digested them.

2.1 If you break the beam with your thiCC body, its splinters never despawn, even when restarting the map. It shall spawn a new beam as a replacement, sure, but the old splinters shall remain where they were.

3. Sometimes guards seem to have psychic abilities: they start getting worried about another guard being missing while they never meet the other guard on their standard root, so they just feel compelled to go and check the situation for no reason even if the player is hidden somewhere in the corner and the missing guard's sword and torch lay far away and, of course, out of sight and hearing range.

3.1 The door that separates the first room from the second one (There are three rooms: starting room, corridor and wine cellar. I mean the door that separates the starting room and the corridor) appears to be bugged. Guards cannot go through this doorway even when it is wide open and they see the player in front of them. They may even try to poke at the player with their sword, but never manage to go through the door.

3.2 I know it is alright for the beta, but currently there is no death animation/sound or any clue that it happened unless we count the empty health bar. A more clear death screen (at least some text that would say "You were captured" or "You are dead") would be a nice touch.

3.3 Currently I cannot really tell what icons at the bottom of the screen signify what. I can tell what the health bar does, what is the light meter, what is the stomach capacity meter, but I can't understand what the wiggly-smoke-like sign next to it means. And the icon that is just a white square seems to be connected to the "Z" button ability.

4. Currently player can swallow enemies while climbing the ladders, which makes the player climb the air. The animation works surprisingly smooth, though, so I would even accept it as a feature explained by the Daemon possession.

4.1 Player can also swallow guards through walls which, on one hand, is a valid stealth tactic, but on the other hand, is an obvious way of cheesing and bullying poor guards.

I hope this bug report and feedback helps! I hope you enjoy working on this project, I wish you good luck with it all! ^^

(+1)

Thank you very much for the constructive feedback!

1. I am trying to look into the brightness bug, but currently there's very few leads as to what causes it.

2. The fattening system is very overtuned currently, to account for a full game's length - you reach full fat level after eating 100 guards, which is kind of unachievable unless the player is tenacious or spams the debug key.

2.1 This is a new bug to me, I will look into the despawning but I have an inkling it's caused by the splinters spawning under the wrong parent.

3. The guards' hearing goes through walls at the moment, which can cause odd situations like this. Do you mean guards will hear abnormally far?

3.1 This is a persistent pathfinding bug I will try to assess with the next version.

3.2 A death/capture scene is in the works, but adding a "you died" text is a good idea!

3.3 An icon legend could be useful here, but to explain: the gray square next to the heart is the stamina bar, which goes down when sprinting and using the vision ability. The wiggly icon represents sound radius, with the top of the bar signifying 10m sound range.

4. This is a bug I've never encountered until today, will look into either disabling the attack or keeping the player's rotation locked to the ladder.

4.1 Does this happen when guards are clipping through walls/doors? Their hitbox should be firmly on the other side of the obstacle.

My pleasure!

2. I see. Is it intended that the player's weight should break the beams after eating just a few guards or is it just there for the test purposes now (so we could see beams breaking) and we are going to have a completely different set of rules for weight and beams breaking under the thief's weight in the future?

2.1 Most probably this. The funny thing is you can potentially litter the entire hallway with these splinters if you continue to reset the level and break the same beam over and over. The splinters do not have collision, but it looks funny how the guards casually walk through the hallway like "Yes, another day walking through a bunch of broken wood back and forth". Love some fun that is to be gotten from bugs.

3. No, it does not seem to be caused by noise and their hearing. It seems as if they have some kind of a hivemind or maybe they see through walls. For example, there is a guard, I guess, who is supposed to patrol the area in the third room (wine cellar), but I am not sure, maybe he is supposed to be in the second room. The fact is, everytime I go to the second room, I swallow the guard in the corridor from behind the corner (which I call "swallowing through the wall", because animation looks like this is what is happening), nobody is alerted. I go to hide in the shadows on the second floor to the right to digest, and then another guard goes there, to the spot where the torch and sword lie, to comment on how somebody is missing or should have passed them by now. And the door to the third room appears to be opened. So I suspect it is either some guard seeing the lying sword and torch from the wine cellar through the walls and door and going there to look at them, or some guard who somehow gets triggered by swallowing this specific guard in the second room. Because other guards in the same room do not seem to always be affected by this: sometimes the guard on the left, the one who patrols near the boxes, notices the leftovers and comes to investigate too, and sometimes he doesn't. The guard on the right does not seem to notice it at any playthrough, since he does not really end up close enough in accordance with his route to notice, it seems. I actually feel like testing it a bit more, so I might soon try and update you on this one.

3.3 I see, thank you! Indeed, icon legend is a good thing to have, especially if there is going to be some "tutorial" in the future updates.

4.1 I have not seen the guards really clipping through anything, they are good boys and do not seem to break the laws of collision. However, the player model may be behind the wall near a corner or near an open door, and when the guard is close enough, they may swallow the guard, technically through the obstacle, but at the same time it may be seen as swallowing them from behind the corner, which is a valid stealth game tactic. So I am not really sure it is a real issue, because it would be too hardcore without such forgiving hitboxes. So I think it is actually cool, no need to look into it unless it proves to be an issue in the future.

I hope it helps a bit.

(+1)

2. Good question, I think beams will get stronger as the game progresses to account for the thief gaining weight through the levels. They have a random weight tolerance to introduce some randomness into each playthrough, but I am not sure  how well this works out in practice.

3. There is a guard patrolling the upper walkway in the wine cellar, directly below the second room's floor. I suspect he hears the guard being swallowed through the floor and by the time he reaches the spot to investigate, you're gone into hiding. See if you can spot the guard's "I heard a noise" exclamation through the floor as you swallow the guard in the second room? You can also use Z to check where he is, and see when he gets triggered to investigate.

4.1 The swallow attack's collision check originates from the camera, not the player character. I see how this can cause around-the-corner swallows, and will see if I can implement an extra collision check from thief to guard.

Thank you again for the feedback!

Sorry, I had to attend to some affairs and respond only now.

So, turns out the guard that patrols the wine cellar indeed is triggered by the slightest sound from the upper floor, and it is no surprise. In fact, the player can see this guard without the cat sight ability due to the fact his torch emits the smoke that goes through the second room's floor and can be seen quite well. It looks very funny, so I had my laugh.

I had also tested the weight system and, yes, I see very subtle changes in the model. Beams seem to withstand the player who has eaten and digested three guards, so it is alright for the current version of the game.

While testing it I have found out a very overfed (through debugging P button) player can make the entire map very anxious and bothered by the loud sounds of gargantuan gut that cover the entire map and trigger even those three guards at the very bottom of the map in the wine cellar.