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A member registered Oct 23, 2018

Recent community posts

Hi, I played this on steam recently, and it's awesome, but I have some feedback.

First I noticed something : when tape#1 appears, I could grab it, but I decided to keep bringing the boxes in. Later on, I could inspect it but no longer grab it, nor could I grab tape#2.

After the first night, I could grab it (so I did) and that unlocked the grab option on tape#2 and the following ones.

I was wondering if there's a reason you scripted the "grab" option to be available only at certain times for tapes.

A friend missed the first one initially, then couldn't grab it... and never checked again if he could cause he thought it would unlock later... thus none of the following tapes ever got the grab option and he missed all that.

Finally, and that echoes the recent feedback : sometimes the character won't interact with anything cause the game is expecting us to do a specific thing... which is confusing as there's no "objectives" visible on screen so some people might have missed what to do and could think the game bugged.

Again, despite those two things, the game is really cool and well made, you did a great job :)

Sorry, I meant occlusion culling, not occlusion. 

I was wondering if this was already very optimized or if it could be optimized further.

Archlinux-based distro, running it via wine.

In 1440p ultra, the gain by FSR 2.2 is small on my 6700XT (64 to around 69fps at 85% resolution scale). But comparing the FSR 2.2 85% and the native resolution screenshots, FSR 2.2 is really really close (I could tell which one was the FSR one only because FSR sharpens a bit by default).

In any case, it's a great demo of what Godot 4 can do. Are you using every occlusion method Godot has ?

The config is Ryzen 7 3700X with 16GB of ram and an RX 6700XT fyi.

Why not, too.