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Hidden Halcyon

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A member registered Jul 03, 2022 · View creator page →

Creator of

Recent community posts

Thank you for trying Inversion! 

Thank you so much! I'm really glad you gave it a try and enjoyed it :) .

Yeah, the transition from standing to climbing down a wall can be a little difficult lol. I would have liked to add falling damage but it proved to be more than I could complete in the given timeframe :( .

Thank you for trying Inversion! I appreciate the kind words :) .

Thank you for trying it! To the climbing question: yes, at base camp there are only a few rocks that you can climb on but once you enter the cave every surface that you see can be climbed, including the crystals! :)

Yes, the lack of music is intentional. Real caves are very quiet and the lack of sound can make them very erie to explore lol. I wanted to add some footsteps that echoed but I couldn't get them to sound right in time for the jam so I removed it. Definitely something that I would like to add though!

Thank you! For future readers, the slots are just over your shoulders about 4 inches to either side of your head. The lack of direction you experienced is sort of intentional. When you go spelunking, especially in not well documented caves, there is often nothing to guide you but your sense of exploration :). A thought I had while building the game was that you could place a marker of sorts and run your own guide rope as you explore the cave, much like in real caverns. Unfortunately I didn't have the time to implement something like that.  

I spent a good amount of time building the cave itself, I'm glad you like it! I had originally intended to make a system for procedurally generating cave systems (and still might, this game really peaked an interest in me personally) but I didn't have enough time to actually build that system out so luckily, I had planned for that to be an option and made large cave "segments" that could easily be attached to one another. That lead to being able to quickly build out massive cave structures while still being able to easily work within them to make a hand crafted environment.

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Alrighty, for everyone that wanted to try Inversion on the Quest 2, I have uploaded a functional version (checked it myself on a friends Quest).  I've marked the disfunctional version as such.

It does look like porting the game to Quest caused some lighting and VFX bugs unfortunately (it was built and playtested on a CV1) so I recommend that if you have access to a CV1 or Rift that you try the game on those platforms. If the game does well enough in the jam, I do intend to chase down and fix those bugs (I just don't think I am allowed to before the jam is completely finished) so please, let me know if you like the game! :)

Known Quest 2 bugs:
- Glowstones not properly emitting light
- Torch flame effect not being rendered

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Ok, that's good to know! I'll try and get a functional build out for Quest when I get home from work later. Thank you!

Oh no! That's very unfortunate, I wonder if the hosts would let me address that now that the jam is over. I guess for now, do you have the ability to play the PCVR version?