Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Very Interesting! I think you really nailed the feeling of being in a dream with this. Especially in that second ending, the way that the building's layout seems to shift, and the way that the shopkeep character seems to shift. Also the storytelling is spot on when it comes to dreams. The way that your character suggests things and everybody kind of rolls with it and then suddenly things very subtly shift is exactly like how a dream feels! Reminds me a bit of that David Lynch movie, Mulholland Drive, in that sort of way!
Weirdly, I had the opposite issue as the other commenter, on the web player the mouse movement was too sensitive. I think thats just the nature of porting games to the web player, before I added sensitivity options in my game, I had to manually turn it way down when porting it to web

(1 edit)

The Change in mouse sensitivity is a mystery to me, I did some research, tried various things, and gave up...

I really like David Lynch's movies. There are two references to Lynch's movies in the game: in the good ending and in the bad ending (they are not from Mulholland Drive).

Thank you very much! :)

(+1)

yeah I have no idea why Unity's like that lol, even when I was correcting for it, it was entirely guess and check so I don't blame you for not wanting to go thru the hassle 😂


But yeah great work!

I did several tests to verify one thing... in WebGL builds the speed is influenced by the cursor velocity of the PC settings, in standalone builds this does not happen. I'm done with all of this! XD Mouse sensitivity options...