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(2 edits)

Thank you very much, it means a lot to hear that and I'll do my best with the full version if we get to it. I'm glad (and hope) you enjoyed the demo despite the pitfalls killing the fun.

Yes, I see some people expressing their dislike towards the pitfall mechanic but it is something I intend to have in the game. However, if you're falling in the pitfalls by yourself, that's an easy fix: When you enter the falling animation (when you step into the abyss) then don't press any buttons until the player brings himself back on his two feet. If you're falling by just triggering it yourself, then you must have pressed a forward/backwards button which will cause the player to fall fully into the abyss. (which gives you a game over) The player won't fall if you just stepped into the pitfall, he will fall if you push forward/backwards button while he's trying get himself back up OR if the enemy attacks you while he's trying to get back up. Normal action difficulty adds a buffer between the next pitfall trigger, so that you don't constantly walk into them. On Hard action difficulty, there is no buffer and you can trigger the pitfalls all the time anytime.
I can agree that the camera is a little bit up-close and personal but that's because by default the camera is zoomed in so that the screen is flattened; and I can't move it away in some rooms due to physics/clipping. You can open the debug command and change the "field of view" yourself (I think the command is SetCameraFOV X where the X is a number from 30 to 120) but you will see that the more you zoom out, the more fisheye'd the game will look (hence why I used the default FOV). Also, there are times where the FOV will reset/change due to some   c i n e m a t i c    c a m e r a    t h i n g y   stuff, so... If you use the custom FOV, you'll have to enter the command again.

Sorry for a wordy reply. There's a small update planned (mainly the corrected Polish translation) but if you want, I can add a debug command that disables the pitfall mechanic for all difficulties... but at the cost of handicapping the rank/score entirely. Let me know. I hope you enjoy the rest of the demo and good luck with other riddle difficulties if you're planning on trying them out. (SB Gamers streamed the hard riddle difficulty which contains the explanations for the puzzles, so if you're stuck- you can use it as a walkthrough) Have a great rest of the day and happy new year! :D

P.S: Your English is perfect so don't worry about it lol. Cheers

(+1)

The debug option for the pitfalls would be great! I'll try the hardest difficulties then!

And for the camera angles, they didn't bother me. The problem i had with them was related to the pits, but once i played on easy mode i didn't notice anything that would make me mad about it. Also, the default zoom was good to me. As i said, i played a lot of SH1 and a lot of it is replicated here, so this stuffs is fine for me. Maybe other players feedback would be better than mine here, hahaha.

Keep up the good work! And greetings from Argentina! :)

PS: If you need help with a translation from english to spanish, i'd be glad to help in my free time. Just let me know! ;)

What's interesting is Team Silent fully intended for players to fall into the pits when you were in the otherworld, but took them out last minute for whatever reason. Interestingly if one were to clip into the area of the pit one would die instantly in what would've been an instant death in the game. I, personally, like the inclusion of pit falls. It ads a level difficulty and encourages one to pay attention to their surroundings. It also gives one a sense of what Silent Hill 1 would've been like had they included the feature. Greatly looking forward to a full release of the game!

P.S. Would definitely like to some greater controller support on the full release.