Thanks for playing! And sorry about Pigmeat. She's just hungry :)
duckenheimer
Creator of
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Thanks again for playing - we knew it'd take a lot of patience to fully experience this game for anyone compelled to dig into it. Even with some of the quality of life improvements you suggested, it'd still be quite a lot of reading and puzzling so your efforts are appreciated!
It's a unique title, and we'd love to revisit it some day in the form of a spiritual successor if not a direct sequel.
I think there's still a lot of potential in the realm of stories-happening-inside-computers-inside-your-computer. I do have a couple of other recommendations for those, if you're interested:
- Location Withheld, by Bryce Bucher
https://bryce-bucher.itch.io/location-withheld
- DEAD LETTER DEPT., by Mike Monroe/Belief Engine
https://store.steampowered.com/app/1627350/DEAD_LETTER_DEPT/
There are some other scenes throughout that may be tense, but that is the only big, dumb, and loud one! Sorry.
Also, if you come across anything that has you stuck feel free to contact me for hints. We also set up a sub when the game was released that may be helpful: https://www.reddit.com/r/TheGladdeningChamber/
Thank you for checking out our game!
I think you might be the first person to notice that - It's not a bug or anything, I actually just had to cut the video from the project due to time constraints and file size limitations; fwiw, the video wasn't related to the story in any way and may have even been a little bit confusing or out of place if I'd kept it in...
Thanks for playing by the way!
This was an enjoyable experience! I think it deserves a lot more attention than it's gotten so far in this comment section.
This game has a clear visual style that reminds me a little bit of the mixed media approach that I've seen in Spookware; it's really fun and fresh-looking.
The story is also tight and very intentionally laid out. It feels like it was well-planned before work started and everything falls into place nicely. Good stuff :)
This is a cool experience! Played on an Xbox controller, so the on-screen button icons helped a lot in addition to just looking cool. I really liked being able to switch views on demand too, it felt like a DS feature Nintendo would've played up at the time.
This place felt very desolate and truly abandoned, so feel like I may have done the right thing in the end by [REDACTED]
Hey, thanks for checking it out! I think I need to review that segment for issues with triggered events not going off properly, also I'd like to revise my waypoint system in the future (I noticed a little too late that the detection radius for them is kind of small, so it's possible to have the marker spin around behind the player before it gets removed, which is confusing to look at). I considered a visible hologram-type marker that floats near the waypoint's location in world space, but wasn't able to add it in time for the deadline, especially because I'd want to find a way to sell it as part of the ship's onboard HUD.
Thanks again for the input!
I love the diegetic UI stuff. Interacting with everything in-world really heightens presence. Also the forced aspect ratio is claustro as all hell, to the game's benefit since it takes place in a tiny sub. I felt like I spent a little too long holding W and watching coordinates change instead of paying attention to the window since there was often no point of reference outside, but that disorientation is also definitely important to the overall experience so ¯\_(ツ)_/¯
Overall it's really good