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neat concept! I like the puzzly, slow pacing take you gave this mechanic--I think it really works, and I enjoyed it. somehow this really feels like it could be one of those 'hl2 mod but we released it' games. must be the tone, and the turrets.

I do think the pacing contrasts a bit painfully with the lack of checkpoints though. normally I welcome difficulty, but punishing the player so harshly for exploration (which seems to be quite central to how this game plays) seems a bit unintentional. nevertheless, this is a minor point.

the first turret death is communicated well. or at least it makes sense in retrospect--the first time it happened to me I had no idea what was going on.

the invisible zones are neat, and the "don't clear the backbuffer" effect is very cool, but it makes traveling through doors impossible. when you noclip straight through a door (the first action I took as a player) it very much looks as though nothing is happening. took me awhile to realize that wasn't a literal bug.

I really like the orientation lerping. I can see how this might trigger a certain kind of person, but it doesn't affect gameplay and I enjoy the way it feels.

overall, great work! seems like something that would fit well as a bite-sized narrative puzzle experience, i.e. it would seem to depend heavily on content. curious if you have similar thoughts.

a few minor, unimportant polish points:

I often released RMB and tapped LMB at the same time to teleport, which appeared to trigger RMB first (which was annoying). probably not what you want to happen?

if you mark your zip as a windows target on itch, the desktop client will be able to auto-install and play it (as opposed to the webgl build, which installs and bugs out by default on the desktop client)

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also hey, very cool logo--don't think anyone has mentioned this yet and it's worth pointing out.

Thanks for playing!  I'm glad you enjoyed it!

You guessed it, but checkpoints were dropped due to time constraints, as well as options (mouse sens, input settings, volume controls) and some general gameplay changes for clarity (looking at what shot you during death cam, having a fragment shader zero out the uninitialized back buffer pixels a little more aggressively, that sort of thing).  I wanted to focus on (what little) content I could get done, but if I were to put a team on this it would definitely be content heavy; imagining a facility with rooms densely packed and such that full exploration would be viable, and where out of bounds death would be less of an occurrence.

As to your points: I probably could have just had it so letting go of RMB would just teleport you, RMB -> LMB was more a hold over from some ideas I had about how the game might work before it became a stealth game... I was thinking maybe the player would want to no-clip somewhere to gather some information but not teleport to that location, or like a player would want to teleport but only at a specific time so feathering on the RMB would be an option.

I'll look into the itch build suggestion!  I want to have the WebGL available to players to play to make it more accessible to players, but I didn't know it affected the desktop app in that way... wondering if there's a way to have it default to WebGL for web users, and PC for desktop app users...?