I like the concept. Reminds me of factorio, which is one of my favorite games. The puzzles at first made me think in a hard and enjoyable way. However after the 4 level, i figured out how the game works and the rest of the levels felt a bit like a chore. It's not that interesting to wonder how exactly do I need to delay the instruments to achieve desired result. With some more features, this could turn into a good addition to the factorio like genre. Good luck!
egorexW
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I do like where it is going. Good idea to combine to different gameplay. Unfortunetelly the reogranising for now feels tedious. You can't move building through each other. You have to move the building out of the border to scale it up. The mana just feels like it's punishing you for missing inputs. And when the blueprint is in the top down view, it would be good to also be able to look from that perspective. However with some QoL work on it, I see it becoming something great.
Really intriguing concept. I love the changing of planets and the impact on the landscape. However it isn't currently well utilised. I finished the game (there was no place to go forward after the 2 balls, a simple "You have finished the game" would be appreciated) by setting all the planets properly only once. I think that with some more polish and cleaver puzzle design it could be turned into an amazing game.
Really like the art in this game. I would suggest that the puzzles have more to do with changing the size (right now it's just find the item, maybe change your size to get it, adjust the item size and insert it somewhere). Also an interaction popup would be useful, so you know which objects are pickable and which are in you range. Otherwise that's a solid game.
PS modify the embed size, so that unity's fullscreen button is visible and hide the itch.ios one. Right now it doesn't work.
Surprising twist, love it. Like the memorisation aspect, the way that you need to remember where to move and need to recognise landmarks in the 3D environment. Only issue is that sometimes it is impossible to stop the cube from escaping, I think that more walls in the beginning wouldn't hurt. Also I see no way to expand it [prove me wrong:)], but I hope that It will make it as a fun minigame somewhere.
I am loving it! The concept is so intriguing. Got my mind to work, which is a good thing. Also good juice with the tiles moving and the sound effects. Only issue is that when you figure out how to solve puzzles (know which color you need, go down to that color and work your way up) it is a bit tedious. But that's just part of the gameplay. Well done!
Got hooked pretty quickly, enjoyed it. Some constructive feedback:
- You do not teach the player that they can wall jump, same with mines i had to die to figure it out.
- It would be a good idea to split the game into multiple levels, I did not get to the end, because I kept dying and had to spend 1 minute to get back to my death spot.
Really like the gameplay overall, as well as graphics. Your movement abilities are satisfying. Well done!
Feels polished. I didn't really get the story, besides the fact that she is worried that she is the murderer.
I wouldn't look the players camera and movement so often. For example when playing the tapes it's not needed. Or when you enter the bathroom on the fifth day. Also there should be a voice line on day three when you get the task to first talk to echos. Something like 'I should speak with the echos', because otherwise it feels kinda random. Also sorry for the late review, couldn't earlier due to my computer not cooperating. Last note, some days randomly end, like day one you go to bed, but on day 3 it suddenly ends after the cassette.
Has potential.
Enjoyed it. I really like the theming.
The patrolling hunters are way to easy. Also there is no use of your butterfly ability. I know it makes you faster but then you just spam it when you can. About the second one, it doesn't work. Only shows one person, the one in the garden.
But putting aside all of these, it's a well written experience.
Can't say I enjoyed it.
Bullets can bounce of me even though they are supposed to hit me. Map is boring. Visuals work.
I would say that you need to come up with other interesting enemy attacks which could the player exploit. This one get's boring to quickly. Also, with this gameplay system you need fun enemies, these aren't.
Thanks!
"Some of the maps were a bit big" The third one for sure, but which others? This one is already zoomed out more that others.
About the minimap, I considered it. But it would spoil the map before you could explore it and implementing a system that would reveal it as you discover was too much.
"The only thing I would change may be to decrease the map size. There were some areas that were open and didn't have enemies or anything." Yeah, I learned this one after making level 3 (It's actually the first one made). Do you think that way only about the third one or all of them? There is also an issue that all of the rooms are empty, but I don't have the capabilities to decorate them.
About the security level...
It's meant to not be punishing, but sometimes when cleverly used it's meant to be exploited. Getting seen is intended only on the first level, just to teach the player about it. Later it's not required, but should be kept as an option.
"Felt a bit contradictory in terms of game mechanics." because it's not strictly a stealth game. It's more of a puzzle game, as someone mentioned. But that's on me if the player has wrong assumptions.
Thanks!
About movement. It felt weak, until I realised that you can charge it while moving, which is counterintuitive for me, but it benefits the system. Maybe you should teach the player that or maybe I just missed it. Other than that I would say that it feels perfect now.
The gameplay loop get's boring quickly. I agree with the comment that states that there are too little object to knock. After that it's just running back and forth, until you die.
I can definitely praise the graphics, and audio fits well.
OMG! I got so scared! I don't like horror games. But for someone that does, I could definietly say that they would enjoy it.
The cvs tape bugged out for me, no audio and static on the screen, but the subtitles showed the monolog. I did not know what to do after. Also I suggest that you do not take control of the player's camera (when you show the flashlight). I is annoying and in my opinion not necesary. On other note, update the name of downloadable, because only after playing I found out that there is a newer version
From what I've played you should publish it on steam. Well, maybe a longer version of it. Everything feels polished, exept of course that one bug.
"the ai guards move really well on the environment." forgot to credit. I used the amazing A* pathfinding project. Recommend it!
https://arongranberg.com/astar
"One thing i'd add is maybe some more BGM and SFX, i think that with good music it can one of those games you won't stop playing." Totally agree, but I can't really make it myself and I don't want to pay someone.
Thanks!
About the minimap, I considered it. But it would spoil the map before you could explore it and implementing a system that would reveal it as you discover was too much.
"I'm not sure if it's intended or not but most of the time I can get caught and just outrun the guards which doesn't make them very scary" there is a system that adds additional guards and makes them faster each time you get seen. I found out that players seem to not notice it, that's on me. I didn't want getting seen to be to punishing. I even hoped that good strategies would involve tactically getting seen.
Thanks!
"Speedrunning stealth game is such a good idea" well I didn't really come up with this. I just played like a thousand hours of HITMAN and wanted to make something in this style.
I would love to expand this idea, but I really find it difficult to work on one project for a long time, maybe in the future.
Thanks for playing and feedback.