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Lapse In Time

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A member registered Oct 07, 2020 · View creator page →

Creator of

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Thanks for the playthrough, nice one!

Thanks for your perseverance; that's key to beating this game, you are the only one to have done it so far, so well done. Once again thanks for the playthrough and commentary, tense at times but always great fun to watch.

Thanks for playing, Saebithen.

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Thanks for your playthrough Mark. If you want to try the file puzzle again, think about the famous puzzle game "Tower of Hanoi".

 Thanks once again Yeena, for taking the time to play and review, I’m sorry that you didn’t get through The Lanes. To answer your question about the generation of the map, it is optimised to generate parts of the map as the player goes along, this is to avoid generating too much at once. The sections are selected randomly in part, but also according to which stage of the game the player is currently progressing through.

I have been thinking about how to make the pursuer appear more threatening and others have mentioned this as well so it is definitely on the todo list. The “Uncanny Valley” suggestion provides a good lead to follow up on for this, so that’s a real help, thanks. I will also look into checkpoints for The Lanes and into a “Continue” button for the menu.

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So far, you are the player to have made it the furthest and so you are currently the leader! Thanks for taking the time to review, I really loved the commentary and have made some notes on your feedback.

You actually managed to beat quite a lot the game there. You did well with file puzzle, it's not easy, and the key too! Glad to hear you're thinking of having another go. Thanks for this second commentary; I've really been looking forward to seeing this. Will take on board what you said about the pursuer and how to make them more threatening.

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Sorry you didn't defeat the game. I'll certainly think about what to do to make the pursuer look more threatening. To address the other comments I think I will introduce an easier difficulty setting and keep this one as the highest difficulty. Thanks for your review and for all the advice, much appreciated.

Platform: PC

We are thrilled (and terrified) to announce the version 2 release of our spine-chilling horror game, “Geisterbahnhof”. This autumn, prepare to descend into a world where your darkest fears come to life.

New Game Features:

New plot: Uncover the haunting secrets of an abandoned subway as you navigate through its eerie corridors and unravel the mystery behind its cursed existence.

Intricate puzzles to solve as well as tasks that will require manual skill, concentration and memory. 

New characters who will pursue you relentlessly.


Are you ready to face your fears? Enter the abyss… if you dare.

Find it at: https://lpstme.itch.io/geisterbahnhof

Warning: This game contains intense horror elements and is not suitable for children or those with a faint heart. Player discretion is advised.

Thanks for your feedback Lil Boi Ben. With the feedback I have to which I will be adding yours, I'm currently working on a new version of the game where I am aiming to give it a lot more structure so that searches don’t go on indefinitely. I’m also working on ways to remove the other more punishing aspects of the game. Well done for completing the game; thanks for your persistence.

Thanks for your review. Enjoyed the commentary. 

Thanks for all your work reviewing this, you make some very good points at the end; I shall be taking note of them going forward.

Thanks for your playthrough footage.

Thanks for taking the time to review Cpt Zeus; I plan to make further updates to improve this game and so will keep what you have said in mind going forward.

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Thanks for your review, your feedback has been noted down - I will certainly look into that crouch function. I like the way you took time to look at all the screens, the graffiti and adverts and tested out the lockers. You review was very thorough and professional - very much appreciated. Will reconsider the pursuit music. The game was developed in the Unreal Engine 5.

My main aim now is to keep it challenging but remove the frustration. Keep an eye on the dev logs for more updates.

Loved the review, thanks for taking the time to make the video and play through the game. Your comments were much appreciated and will help me going forward with the game.

Thanks for the review PillowyChain92, will look to keep growing the game based on this feedback.

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Updates released today based on feedback provided to me:

I have updated download file:

- Improved direction to exit platform stage - the open departure platform displayed on the board will now be consistent and not change when the player exits and enters that section again. When the player turns back to the departure board section - the wrong turn message will now instruct the player to go back and re-examine the section.

- When player takes a wrong turn and they move back to the previous section the direction signs will no longer be displayed, they will instead inform the player that a wrong turn has been taken.

- In the exit section exit signs will now be shown.

- When player is trying to find the exit the pursuer will only spawn in areas where the player has a chance of escape.

- In relation to this, updated the multi level section the include a second flight of stairs in the corridor to allow escape in either direction.

- Minor improvements to some lights buried in the ceiling in one section.

- Spelling mistake fix.


Still working on further improvements to the earlier stages of the game.


I would like to end by saying many thanks to all those who have reviewed so far, this really helps me to improve the player's experience of the game:

PillowyChain92

KendroBTG

Rashemon

YeenaGames

DevinePlays

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Je te remercie pour ton video. Mon français n'est pas courrent, mais j'ai réussi à suivre le plupart de ton commentaire. Tu a raison, le jeu a commencé comme un jeu Backrooms; il est aussi inspiree par Outlast.

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Good playthrough Rashemon, so glad your persistence payed in the end. Will consider ways of making the game fairer such as changing the departure screen and spawn locations.

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Thanks for playing Yeena and thanks for your feedback comments I thought they were very fair and helpful -  need to be more selective as to where the pursuer swans and sort out that motion blur. Have taken notes on your other comments as well .

Thanks for your feedback DP. I will give your point on the platform directions some thought going forward. It can become too easy for the player to lose their way in this place.

Glad to hear you beat it! Look forward to seeing the playthrough.

Thanks for your reply.

 As we would love to hear your thoughts and feedback we have changed the pricing option on the game allowing reviewers to download the game for free and players to set their own price should they wish to donate. Your reviews really help us improve and deliver a better gaming experience.


Find it here at: https://lpstme.itch.io/geisterbahnhof

Trailer can be seen here:


Geisterbahnhof promises to deliver a chilling adventure, where every step into the unknown could be your last. Are you brave enough to face the darkness?

Features:

Player is immersed in continuous atmospheric tension, interrupted by jump scares

from a pursuer who can strike at any time.

The player must begin solving puzzles that utilize the subway’s dilapidated infrastructure to provide clues. They then must harness their memory to navigate their way to freedom.

Replayable-  the station maps are procedurally generated in a number of different styles varying the experience with each play


Game now on sale at:

https://lpstme.itch.io/geisterbahnhof

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Geisterbahnhof promises to deliver a chilling adventure, where every step into the unknown could be your last. Are you brave enough to face the darkness?

Features:

  • Player is immersed in continuous atmospheric tension, interrupted by jump scares from a pursuer who can strike at any time.
  • The player must begin solving puzzles that utilize the subway’s dilapidated infrastructure to provide clues. They then must harness their memory to navigate their way to freedom.
  •  Replayable- the station maps are procedurally generated in a number of different styles varying the experience with each play

Check it out at:

https://lpstme.itch.io/geisterbahnhof

Thanks for playing it Andrew, loved the review!

No one will be able to beat that!

Good score! Keep trying, I'm sure you'll surpass that 1000ft. Thanks so much for your video; I was on the edge of my seat for all of that.

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1037 ft! that's a new record, not even I've made it that far. Loved the intro and the Wolverine edit; great video. Thanks so much guys!

Once again thanks for your replies.  

Thanks for replying, that gives me something to follow up on. I'll be sure to provide details on the replay value.

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With Halloween fast approaching, I thought this might be the right time to ask if there are any specific tips about what people do to promote their games. 

I have had some downloads and reviews for my two horror games (a big thanks to those who have reviewed and downloaded my games so far), but not for some time. What I have found is that I am getting some fairly positive reviews and then it dries up, whereas other games on the site that might be a year or more old are still getting a steady flow of reviews and comments. 

Apart from the fact that the quality of these developers' games really are just amazing, the promotion side must also have its part to play. Therefore, I was wondering what more I could do here and whether there are any particular places anyone could recommend for getting a game to reach further audiences.

Originally released a year ago, this survival horror demo will leave you scrambling against the clock to find a way out of the darkness. Will you ever see the light of day again?


https://lpstme.itch.io/the-uncanniest-of-hosts


Also try the most recent release survival horror from Lapse in Time: 


https://lpstme.itch.io/take-your-turn-long

Released only last month.  Can you beat your personal best? How far down can you reach without meeting your sadistic pursuer or running out of time? The pressure is on in the new survival horror game.  

Link https://lpstme.itch.io/take-your-turn-long


Feel free to add your comments to the page or to you tube.

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Thanks for the videos. Hopefully once you play a few times, how it works becomes clearer as demoed here. Some hints though - stand under the barber's sign and it will restore you back to full color - resetting the clock back so you can go further. To get to a lower depth,  go all the way to the bottom of the escalators and through to the next gate.

In response to comments I received in relation to the original much shorter version of this game I published 7 weeks ago, requesting obstacles and more levels, I have now published a much more in depth version with a new adversary.

So, Ready to play the long game?

Take a walk through the liminal spaces left behind by previous ages. 

As you descend, you will face the twin pressures of your pursuer's random appearances and your rapidly fading time limit. 

Layer by layer discover what lies beyond the depths. More Depths? Surely nothing continues forever. 

Remember the directions you have been given; forget them and it can all be over very quickly and you may never find out just how deep it all goes.

Video: 

Game link: https://lpstme.itch.io/take-your-turn-long

 

A new short horror game where you are stranded in a dark disused maze of catacombs and you must find your way to safety.

However, pressures soon mount when you find out that the catacombs are not as disused as they first appear to be.

Find it here:

https://lpstme.itch.io/take-your-turn