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The UI scaling is definitely a bit funny in places, mostly due to the fact that a lot of quality passes that might have happened never took place in the rush to get certain key mechanics working. Part of this has to do with my own experimentation with making the monitors take place in the game world as opposed to taking over the screen; this was cool when it worked but proved to be fairly unreliable and desperately needed some polish that never arrived. This project is how I developed a few tricks that I use in all projects going forward to get consistent 16:9 centered scaling that will function at any resolution.

As for the tablet… its functionality was planned from day one, but implementation UI wise was on the second or final day. Things got hectic while we taped together a shippable game, and due to ambition and a number of hurdles along the way we had a whole laundry list of urgent priorities to take on.

The audio itself [meaning the tracks themselves] was my work, but the actual transition sequence wouldn’t have worked nearly as well without VitaSoftware’s work on the Room Manager. Had we actually been able to ship the story, it would have been impossible to pull off the kind of quality I wanted to shoot for without those tools.

I learned a lot working on this game and depending on the interest/availability of those involved, I would probably be willing to work on the game some more. It all depends on opportunity really. I appreciate the feedback and the kind words!