Oh my God this is so cool. Physical version when? haha
Adam Kehl
Creator of
Recent community posts
WOW!! You all did REALLY GOOD on this one!! This is the most fun Sokpop game I've played. The biggest difference is that the death sequence is fair and not discouraging anymore. In the other Sokpop games, dying meant a full game restart (most of the time). Also, all the different game mechanics are really great together.
Love the procedural stuff, that's really cool! The variety of monsters and how they each have their own style of attack and animation is really awesome! You can tell a lot of work went into this, down to the cutting grass and question mark when the goblin can't find you. Personally, I'm terrible at this game haha and it took a while to realize 'F' makes you go through the end door and opens chests. It's confusing because the first doorway you just walk through it. Also, the up arrow should totally jump like 'W' does. I think I got to the bottom like three times and had a MOB of monsters chasing me and died haha. Down below, smutigbanan mentioned something to aid in restoring health and I would have totally played for WAY longer had I not kept dying and having my progress reset. Great job overall! Hope you keep updating this!! :)
First off, I loved it. It felt really personal and had a story to piece together. I liked the settings, the effects, and how they tied into what was going on. The beginning was solid, I loved the part where you followed the other character but couldn't keep up. It really set the mood and feeling of the game. The vanishing effect and school bell were cool touches and the way you let the player decide where to go gives a bit of mystery as to whether or not you've explored everything. For example, next to the stairwell room there's a white structure you can clip the camera through to see that looked really cool but we never get to go to!
Some of the areas did remind me a bit too closely of levels/areas from The Beginner's Guide, a game I'd highly recommend playing as it's right up your alley. But keep in mind people online can be pretty mean if they think you're copying or using an idea without the original context.
With stairs, use a plane or flat collider so the player camera can glide up and down smoothly. Also, don't use the Unity car model, it cheapened the look of the area and most people know where it's from. Plus, a futuristic car didn't make any sense there. I'd buy you a $10 car model in a heartbeat just so you didn't put the Unity car there hahah.
But great job and congrats man!! I hope to see more from you in the future! :)
Wow, thank you so much. I didn't realize creating something by myself could have an impact. Go for it! I believe in you. What worked for me was creating things sequentially, e.g. finishing the snowy tent area and moving on to the first level, second, third, elevator, mask forest, lake, etc. (Also why the spider area wasn't as polished and tested since I did it last and in a hurry.)
Haha glad you liked it! Yeah, I hate the maze part too no worries. I realize that the sign with the spider probably shouldn't have an eyeball on it. It was supposed to mean the spider can't see you when you're under the overhangs, but a lot of people thought it meant don't look at the spider. Thanks for playing though! :)
Thanks for the kind words, I'll definitely continue development on it! Glad you had fun solving the puzzles and beating the game. Hopefully I'll be able to elaborate more on all the concepts and ideas for the game that I wasn't able to fully realize for the game jam. Really glad it piqued your interest though, glad to hear :)
Thanks for leaving feedback! When you open the game, try choosing the lowest resolution available in the dropdown settings. I made quite a few performance-related mistakes (i.e. too many lights, expensive shaders, and large triangle count) that will all be done correctly in the next project. If you want to add me on Twitter or Discord I could send a custom build with performance fixes to test out. As far as checkpoints and saving, that will be implemented in the next one as well. This was meant to be played through in one sitting (10 minutes). I'll add a menu though, some people have had issues with hitting escape and it closing when they were close to the end.
Had no idea they even existed until someone pointed out the name and similar beginning. The only Amnesia I ever played was the one made by The Chinese Room called Amnesia: A Machine for Pigs. The idea of having the pillar underground was inspired by 2001: A Space Odyssey. The name came from a famicon design by Dylan Wells that I loved.