85 cek
crystalline_bonsai
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Recent community posts
Oh damn, thanks for playing phi! I'd been too busy to email you to request so you saved me the trouble.
This was extremely helpful, conf irming some concerns I had. And I forgot to remove that rock that allowed you to jump the fence resulting in soft locking the elevator (it was placed there before I'd added that raised walkway thing). You can still glitch the elevator from the inside though and end up on top of it then ride it up to the pitched roof. I left this in coz I was going to hide the AGDG logo up in the neat little roof space but never got around to it lol.
Sorry you got stuck at the gate at the end. That's only supposed to happen when you've found all the items so I'll fix all those things before I re-enter it in another demo day. But I think my next demo will be a different prototype. Thanks again.
Thanks for streaming dude. I'm just uploading a new version now with Press 'E' prompts and the subtitles should be okay now. The player is locked in place but can still look around for shades so you can't exit and re-enter the box collider to re-trigger the subtitles. Thanks again for trying it out.
Thank you for playing. I'm sorry it was so cryptic. I need to make it clearer to the player that there's 3 items they have to pick up without them having to read it in the pause menu.
Also, I'm not sure what happened in that room where you almost couldn't get out and up the step. That used to happen to me too but I thought I lowered the doorstep. I'll check it out. And I need to stop that text appearing every time you walk up to the highway gate before finding all 3 items. That's only supposed to play when you've finished.
Thank you.
Okay, that all makes sense. I'll either make the range of the light spell further or add an aura like you said, or both.
As for the audio, that's what I wanted to hear lol. It's just voice work but I messed around with it a fair bit to make it sound... otherworldly isn't the right word but I just wanted the player to feel like they're actually peering into a strange foreign world.
Thanks for the encouragement buddy :) This is the first proper demo I've ever made.
If the enemy gets too close you die so you had the right idea, using the light thing but they have to be close enough. The window between killing them and them killing you is pretty narrow to increase tension but maybe I should widen it a bit :/
And do you mean the writing or the audio sounds uncanny? (or both?)
"The game could use an intro"
I tried to do the subtlety thing like a Souls-like but maybe I should be more overtly helpful since it is meant to be an intro level. There is some info in the pause menu though. Thanks again for being my first play tester :D
Okay, maybe not a jump scare. I knew that if I did what I was doing I would probably get attacked but I wasn't sure. But sure enough, I was attacked lol (no spoilers). So yeah, I guess it wasn't a jump scare because I suspected it might happen but it shocked me anyway.
I stopped playing just because I wanted to keep trying some other games. I'll give it another shot later and let you know what else I think. It's a fun concept though, something you could work on as a larger project and release between Halloween and Christmas.
I was having not too bad a time with this. Even got jump scared once pretty good. But just a few things, if you're going to use terrain this way, make it clear which slopes you can walk up and which you can't. Like, put some stone cliffs or fences in the way as barriers. I was just getting used to the idea that slopes of a certain steepness can't be walked up. But then I reached a spot where I had to walk up a sheer slope.
Also, those houses have no collision on the garage door. I stopped playing when I walked inside one then got stuck trying to walk out the other side.