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The graphics are amazing, it's got an amazing creepy feeling to it.

I had lots of trouble with the UI not scaling to my 1980x1080 screen.
I couldn't properly click on buttons, and once I fixed it I could work with it, but it reset again once I got to level 2.

The game also had a lot of lag.
I got some errors about lighting having to be rebuilt.


Overall I could have fun playing a game like this.

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A few people mentioned the UI acting up. I just wish I could reproduce it. I'll look into it some more tomorrow.

The lighting isn't built, you're right. The lightmap resolutions are leading to some really weird looking baked lights in some areas. I'll try to disable the text

You mentioned lag: what are your computer specs? We are aiming for 60fps+ on a gtx 1060+, although we dip into the 50s a few times when testing here. If you are getting bad performance with an equal or better card, let me know and I'll optimize things better. I think its draw call bound at the moment, so that means some research about hierarchical instanced static meshes this or next week!

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Computer Specs:
CPU: i7-7700 (3.6GHz)
RAM: 16GB
GPU: ASUS ROG GTX 1080
Running off an SSD

So I don't think specs should be a problem.
Might just need some optimization.
But looking past the issues, I think this game could definitely be a favorite of mine.


P.S.
I was running the game on 1920x 1080 at Max.
Low Motion Blur, cause I'm not fond of Motion Blur in general :D

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Strange, I'm using a 1080 with a ryzen 2700. At 1440p, I never got lower than 50 FPS just now, and ususally it was over 60 or 65, with everything on max. I guess we know its not pixel bound at least. It would be better if the min number was 60

Thanks for all the notes, they are really helpful! After a few more bugfixes or critical features, I'll look a bit more into instancing and whether I can't get the twig people's triangle counts down a bit further without mangling them

Are you using LODs in your game?
They are a bit of effort to get in place, but speeds a game up tremendously.

Lots of lods. I think it might be draw calls maybe. Do you know if large textures can cause a slowdown? The cpu is pretty busy, could be just sending textures all day slowing down frames?

Large textures will most likely be the case.
I wouldn't go over 1020x1020 textures unless it's something that really needs detail.

Also make sure that objects that don't move are set to static and that materials that are used a lot are gpu instanced.
I'm speaking out of a Unity perspective here, not sure about UE.

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Thanks. Its been a pleasure talking with you. Please feel free to message me on discord any time with any game related topic you find interesting. Your website says you are making a game? Edit, I also see a drive thru rpg link. I was considering making a pen and paper rpg for free rpg day to promote my game. Big tabletop rpg fan, mostly osr these days

Will message you over on Discord :D