Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Awesome concept, and implemented fairly well I’d say! Definitely a bit trippy to play, and got a bit dizzying after awhile (I must admit that I cut my losses once I was first sighted by another person, as once they found me I just couldn’t orient quickly enough to know where even to go).

Something that is tough about this kind of game is mixing in a typical first person camera controller, plus with a rather sensitive default, I found it was tough to gauge how much I was turning (as others said, suddenly looking at the ceiling or not being able to anchor). I do wonder if restricting to cardinal directions would help ease the burden and make it a bit less frustrating, without taking away the core mechanics. Another idea could be that you have something like persistent dots that are always visible in the peripherals sort of like an environment map that is overlay in front instead of behind the scene. With something like that, you would always tell how much your view is moving without constantly giving away the geometry of the scene. Just an idea!

(+1)

I really like both of those ideas actually! Just horizontal looking I don't think would take anything away from the experience really, and that would be very easy to implement as well. I may play around with your second idea too, with peripheral focal points to help orient the player. I definitely hear you on the default mouse sensitivity too, for some reason with the web build it skyrockets the default and I couldn't figure out how to fix that. Hope you enjoyed it though, and thanks for playing and for the feedback!