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Hey, I tried it and I was able to play it with no complications!

I don’t know how visually different it is from the original but I really liked that star effect on the floor, pretty unique. (If I see a screenshot of that pattern elsewhere I would totally recognize it from this game)

I did run into some bugs though, don’t know if this modified version caused them or not. But losing a few times or pressing R moments before losing (idk what triggers it) makes you immortal, the phantom will scream at you but you can stil move, hence lighting the whole area with it. (couldn’t find the exit even then, sad)

I found the woman, but when I talked to her nothing showed up, but my movement was freezed as if a dialog was happening but there was nothing on screen (like with the first man), pressing R was the only thing that worked, but approaching her again did not prompted the [E] to interact message again.

I read your comments on the feedback given as being difficult to traverse, I want to give my 2 cents if you don’t mind. Yes, I find it quite difficult to see where to go in the dark but I think it was due to two main things:

  • The first thing I noticed was these focus light stands being placed on the center of a end path. In one way this could serve as an effective stopping wall and you know you reached a dead end, but with the ability to jump from one path to another, if you jump to this end path, then it is no longer and “end” path but a “start” path, and having a literal wall in the middle would cause you to bump into it and lead you straight to your dead, by walking off the edge.

  • The second thing I noticed was that due to the floor having these glowing dots, the further you look, the more defined the path you would see in the distance (because the dots would be closer to one another) but near to you, the dots are more scattered, making difficult to see the path clearly (there was no defining shape) leading you to take a step into the void.

That was one cent, the second cent is how I think you could resolve those problems but take it with a grain of salt of course.

For the first issue I mentioned, a solution could be to have this end path be higher, like the last block, where the focus light is standing, be one block higher than the path. So making it clear that you shouldn’t jump there cause there is no much room to jump to, and even if you do, you know you jumped into a block so you would know to watch your step when moving after landing.

For the second issue, a solution could be to have some “edges” on the path, like have some more dots near the edges so when the dots are lighted up near you, you would see a clear defined shape, giving you a clue as to what is path and what is void.

Althoug given your design vision for the game, that could break the design planned or be too easy to traverse, so one approach could be to only show these “edges” at certain times (when the echoe sound is played, for example) that could even be tied to the source of the audio or in random points on the map, expanding outwards from the center point, lasting what the sound lasts.

Oh boi, I did not expect this to be that long, anyways, cool visuals, nice mechanics and thanks for taking the trouble to add an accessibilty feature for me to play this game!

(+1)

Thank you so much for this, it's super helpful. I had a few people get bugs around dialogue not working, but I think the way you described it I can understand why it happened now. And your two suggestions for the lights are great I think, especially the comment about the distant vs near visibility. It was no problem at all to upload an accessible build. You made it well worth it to me, thank you so much!