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Hmmm, interesting! I’ll need to test this kind of resting - because patrols are exactly meant to discourage player from resting near the exit. And indeed finding a secluded corner should be the way to go. I’ll see how to fix that, at least one idea I wanted to experiment for quite some time - some patrols will “enter and leave”, so that the map will not get overran by monsters, and some organized monsters group can be avoided altogether.

Is there a lore explanation for enemies that have improved vision for clothed targets?

Yes, it’s in the same numiniscence article (last two paragraphs), however, indeed the explanation is not good enough. I’ll need to work on it more (I have a lot of notes, now I need to sit down and put them all together into a human readable text :)). Plus right now both nude/dressed vision are not working exactly as they were supposed to - I want eventually to implement “proper sensory organs” both for player characters and monsters, but didn’t get to rework this feature yet.

(+1)

I have tried using GitLab just now. Can't find my own issue. It's probably hidden for some verification process, but just in case the system just eats it: I suggested improving the interaction hitboxes so trying to disarm the bottom one of two vertically stacked traps won't make the character try to disable the top one instead and set off the bottom one.

(+1)

Weird, I can see it. Let me check the settings, but it should be visible to all by default. No, it’s perfectly visible for me - even as an unregistered user. Let’s make sure: https://gitlab.com/EugeneLoza/vinculike/-/issues/1324 this is the one, right? I’ll have a look into that, looks like a bug to me.

(+1)

Yes, I can see it now, too.

I assumed it was just temporarily hidden for some reason, but since I couldn't find any way to tell what was going on I decided to make sure and mention it here, too. Good to know I won't have to worry about this in the future.