Loved the idea and gameplay. A few mechanisms felt like they weren't fit for this game, although they might have been fun to play but these reduced a lot of potential aspects. Such mechanisms are:-
1. Recharging Stations:
Alternative: A parry system could be implemented, as soon as player parries an attack to gains some momentum.
2. Player firing projectiles:
Alternative: Simple projectiles felt out of place for a spinning top rather kinetic attacks may turn out pretty well.
Overall it was a fun experience keep up the good work.
aman-batra-dev
Creator of
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Totally Understandable. This project was made out of curiosity that what will happen if players are not given any written objectives or guide rather subtle hints in the environment. The idea sounded nice at that point but from execution perspective I messed up a little. I will try to make it more player friendly, but it may take a lot of time. In the meantime you can read the story below. BTW thanks for playing the game and sharing the feedback. :)
So Spoiler Alert:
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There are total 4 endings:
1. You got Ending 2 when you ignored the talisman advertisement. And then you come from work and go to sleep. During your sleep, the entity kills you by causing a heart attack.
Alternative:
When you buy the talisman, you now have a layer of protection. Entity will not be able to interact with you or harm you physically. Rather it took the dream manipulation approach. Where its sole motive is to make mc go insane.
So after the sleeping in bed, mc never woke up rather he was stuck in a dream loop. This was revealed in later endings.
2. You got Ending 3 which says that either you didn't collect any memory piece or was unable to find the "well" in the final level to submit them.
For Later Endings: The game has various memory fragments of the mc's past. There are total of 15 iterations. Each iteration containing 0 to 2 memories. You can get hint to find those memories in the hall. If you may have noticed, in hall some chairs disappeared, each chair that disappeared tells you to find the memory in the adjacent location. The chairs are oriented as the rooms in the house: Kitchen, hall, bedroom and bathroom. Players have to check only those rooms whose chairs have disappeared.
Total of 21 memory fragments are there hiding in off locations. When you reach the final level, if you find the "well" there, you will notice that the "well" requires only 12 memories to be submitted but you have 21 memories in your inventory. Referring that some memories you have might be fake, these memories can be identified by reading them. Real memories focuses on depicting ups and downs of the player's life but fake memories depict that everything and everyone around the player was evil and hell. These fake memories are created by the entity to break you. The "well" is just mc's subconsciousness.
Now when you reach the "well" in final stage. From that point Ending 1 and 4 can be acquired.
1, Ending 4: by mistake players submit a fake memory in the "well", leaving a small gap in your subconsciousness, letting the entity possess you. It is then revealed on a news channel that a mc has gone berserk and is being an unstoppable killing force.
2. Ending 1: when players only submit the 12 real memories into the "well", their subconsciousness remains intact and entities plan fails. But the thing is mc takes that whole situation just as a bad dream (he is not aware that an entity showed him that) and the cycle continues every night.
When players get the all 4 endings then only they can link the events that are happening around the mc.
Ok I did a little more play test on low settings. In this case graphics were never the issue. Rather how the objects in the memory are handled is the issue. So the issue is with one of your background. Suggested improvements for the first level:
1. While starting the level don't instantiate all the objects on fly. Load them async before user clicks the "START.exe" file.
2. Once loaded don't destroy them just hide them and reset their properties. You can check out object pooling, if not implemented.
3. Regarding the main issue, one of your backdrops in first level spawns a lot of overlapping objects. When that backdrop is active game kind of freezes to 2 FPS. When that backdrop is destroyed the game returns to 60 FPS. The background I am talking about is the this one:
Really loved the concept. Game-play is also simple and fun. But a major issue for me was frequent lag. At certain times game lags to 2 FPS for a duration of at least 7-8 secs. The lag almost made the game unplayable for me. I think you are re-instantiating a heavy pool of objects after certain frames. If that's the case, Object Pooling will work a lot better and boost game's performance significantly.
Thanks for playing. The difficulty curve is inspired by souls-borne series and in prototype it may seems a little unfair. We are working on improving the game-play and controls part and hope to publish a new version soon. Next version will mainly focus on providing damage scaling customization to players. Any other issues would you like to point out? it will help us a lot. :)