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While it runs on the Windows laptoy, given the bad performance is not showing well what you managed to complete.

The download for the Linux version is still the broken version, unfortunately...

Yeah I got a little sidetracked sadly. Sorry for the lack of transparency. Performance wise the game benefits a lot from reducing shadow quality and texture quality to about half the default, unfortunately they weren’t brought to that level by default.

Linux will get brought back up to speed as soon as GMTK Jam ends, I definitely understand your frustration as a fellow Linux user and if not for the damaged backup I would have aimed to have it up already.

I owe you the mother of all apologies for all the delays and last minute changes in plan. I finally had a chance to sort out my source code issue and make a Linux build, and the uploaded build is now up to 0.111.

While more substantial changes to restore the game might not come for some time, I appreciate your patience and hope that this can at least give you a chance to see how these environments were actually meant to look.

The updated version runs fine as far as I can tell, any issues are likely just caused by it being unfinished, so really nothing to complain about. (For example I couldn't get back from the archives screen message, and there was a wall at the end of a corridor that in the right spot gave me a message about a locked door and I could sort of manage to squeeze around it into a room with another door at the opposite side, only that by my "squeezing" I managed to get stuck in the spot. :) (And there were a few places one could manage to wiggle the camera position to clip through a wall, but that would all be a matter of thorough testing in a later state, when the "meat" if the game would be there...)

The artwork is fantastic and I liked the room/area names showing up when one approached.

I'd love to see the finished version of it!

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Wow, you actually got past the “wall?”

So, a little context for that… it was supposed to get a texture that looked like an ending for the wall, but the keypad would pull it up into the ceiling with a special sound. The “locked” message there was intentional and supposed to get you thinking about that spot early on so that you would guess that it could be unlocked later. It was done in place of a crawlspace to the final room so that we didn’t have to program crouching or sliding through a tight place. As with the keypad system, implementation is unfinished as you can definitely tell. ._.

The ground mask bug is definitely a problem and can probably be fixed with better collision.

Again, thank you so much for your patience with the upload.