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Satheon

10
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6
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A member registered Jul 06, 2019 · View creator page →

Creator of

Recent community posts

No just this submission. I can't see a duplicate anywhere, where have you seen two?

Hey thanks for playing and it's great that you enjoyed the ambience, we were going for a dark horror like vibe :) - Did you play the TombDescent download or the TombDescent_PolishPass one? - The latter has much better performance and a lot of bug fixes :)

Hey, thanks for trying out the game. The game was made for a game jam that was running last week and was made entirely in 4 days so the amount of content is rather limited currently! - We plan to keep adding to the game in the future so there will be more levels and features.

There should be some pop-up text that appears with the key to press when you get near an interactable. I will check that there are not any bugs with it in case it didn't appear. Thank you for your message though, we will definitely be doing more with the game idea in the future.

Hey, glad you like the aesthetic and atmosphere as we put a lot of time into that side of things. We plan to add more features and improve the game after the judging period is finished. Do you have any recommendations on what needs to be made clearer? - There are tutorial messages in the first room that explain most of the mechanics.

Hey, I'm glad to hear that you like the visuals, I think Oliwia did an amazing job with the 3d models/textures in the time limit. I could look into the held items sizes/placement during polish. In terms of music we had only thought to add a basic background soundscape as neither of us are very experienced when it comes to music, I think it works ok currently but we could look at improving it when we do more with the game.

Yeah I will be optimising it along with fixing some bugs this week, it was the first time I've used Unity's HDRP so I didn't get a lot of time to look into optimisation. Our original idea was to procedurally generate the levels so we would need to find a way to handle the lighting without losing atmosphere. Could use baked lighting if the levels will be static though, again something I will look into this week.

An enjoyable take on a puzzle game. One improvement I would recommend would be to make the movement grid-based rather than free movement, currently making sure you walk on the correct tile can be a little tricky. Overall though well done! :)

Yeah the particle opacity behaves weirdly on the torch as I set the held items to always render in front of everything else to prevent them clipping through walls when you get too close, didn't have time to look into a solution for this but I will see if I can fix it this week. Thank you for playing and the feedback! :)

Hey! Yeah we ran out of time and only ended up with one level in the end. xD