Oh no the way you explain that it's not a steam key is fine, I get why itch has it labeled as such, hopefully they add the option for changing it at some point though.
Having worked with it a little more I wanted to let you know this plugin feels like exactly what I'm looking for when I normally load up a soundfont and has the perfect aditional effects that I'd want as default on my instruments. I could probably have a soundfont with equivalent sounds but having a VST that loads up all these samples by default with a nice array of effects and adjustments will probably save me a lot of time so thank you.
Hyphinett
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Ahh my mistake, I was looking at itch for install instructions.
Might be an idea to ammend the line "It says you will receive a "steam key" - but the key is actually to register the plugin when you run it, nothing to do with Steam." to add something about activating the discs separately and set expectations about how regtistering works more clearly as I made my assumption based on this.
Hey, thanks for this review. I appreciate the detail you've gone into here. I would honestly have loved to expand on the exploration and narrative delivery. This was initially supposed to be a 3 day jam game that dragged into a 4th day, so the elements of the walking sim had to be simplified for that timeline. Making the environment took a lot of time ':)
By now I have unfortunately lost the source for the project but I am still hard at work making games. I'll probably return to an aesthethic like this in future hopefully with time for some more interesting narrative design and aditional gameplay elements.
I agree that there's a certain sense of undermining the narrative in the ending, especially when viewed through the lense of traditional storytelling. It was a rough but hopefully somewhat effective attempt at evoking a certain emotional journey utilising the interactive potential of feeling lost.
Thanks for playing.
Here is a video demonstration of a magnetic compass. This is the type of physical compass I'm familliar with reading so it's what I chose chose to emulate for this game. The game shouldn't have the same ux as google maps because google maps is meant to be a convenient method of navigating in real life, whereas this is a horror game about navigating with less than modern tools.
Ooh that's strange, are you sure you haven't misunderstood how a compas works? The red end of the needle will always point north, so to tell which way west or east is you line up the red point with N on the compas and the directions on the compas face should be correct with west to your left and east to your right.
It is true that when you turn 90 degrees to the right the red arrow will be pointing to the W on the compas but this only indicates that North is 90 degrees to the left of your facing. As the red end of the compas is magnetised to the north pole of the earth this should be how a real compas functions too by my understanding.
The tree creature wasn't based of any IRL folklore, or at eaast not intentionally, I just wanted to make something with a bit of a slenderman and weeping angel inspiration combined with seeing people play prop hunt.
Thank you for playing, I'm glad you had a good time.
First off thank you for taking the time to play, this game was released years ago and has seen no real updates since launch, it is complete as envisioned at the time and doesn't require revisiting as I'm busy making new games. Please consider this if you are thinking of asking developers to update their old free projects in future. We all only have so much time on this planet and leaving something in a concrete state is often more important than fussing over perfecting it in retrospect.
To address your feedback directly, replays *are* redundant unless you just want to take in the atmosphere, in which case leave the story stuff alone, that is the nature of this work. If you felt you missed some items, that's the intended experience, one of uncertainty :) Personally I feel that if a piece of art makes you wait it's the viewers choice to get impatient with it.
Anyway I hope you managed to enjoy your time exploring Bleakshore personal frustrations aside.
you can already use the auto harvesters to automatically harvest and replant and the sprinklers automatically click the crops for you.This game isn't going tobe developed further but I'm using it to help inspire the farming mechanics for a bigger 2d survival game project.
Update 30/08/24: This game is in fact now being developed further :3
Appreciate the feedback. My response to the 2 points raised:
1. What does it mean that you can never know if you've collected all that was left behind?
2. I considered putting a map on a signpost in the world but was tight on time. The more time that passes, the more I like how people feel lost in this work.
Glad you enjoyed the game, thanks for playing!
Thanks for sharing your experience. I felt the "I live like someone who wants to die" line deep in my heart.
I had a very similar experience to this last year, and it cleared the space in my head to start making some genuine progress when I'd always felt paralysed with fear. Knowing what it means to be happy within yourself reassured me and gave me strength and this brought that back to me for a few moments.
Things still kind of suck all the time, but I know they don't have to, I know there's other ways to feel, I know I wasn't crazy lying awake all those nights thinking something was wrong!
I hope you're doing well. Your art is not only visually beautiful but it so clearly communicates a psychedelic experience that is maybe not universal but at least shared by many.
Yeah I was wondering if this was the issue people were having, it's challenging to make things intuitive on a game jam deadline but I already have a lot of ideas to tackle this in future versions. The plan is to make upgrades spawn on a more set timeline and show the player how close they are to unlocking something. Thank you for playing I hope you enjoyed it regardless of that unintuitive element!
Hmm I'm really curious about this issue. I assume you're selecting the sprinkler in the Build menu, have enough money to afford the one you're trying to build, and then left clicking on a tile? If so please give any additional information you can so I can try to fix it and ensure others don't have the same problem in future.