Thanks so much Zombie! No need to throw money. lol Earlier this month I got the project greenlit with my boss. Will make a formal announcement hopefully next month with some updates. Just be you and share your thoughts and experiences. All I generally ask for. :)
Stay in touch! :D
s.b.Newsom
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I don't plan on creating sexual content for the sake of it (let alone for attention) in my personal work. But I've been twirling the idea with other developers on starting a separate company for such endeavors. Especially since I DO one to make the old prototype a proper game. I can't promise anything of the sort soon though, but I'm glad to hear there is some interest for me to return it.
Thanks DE for the in-depth response.
Regarding the lag, the mouse movement might be an issue with me limiting the cursor to the pixel ratio and not the screen size, so it may appear laggy, but might feel sluggish. This might have been an oversight since responsiveness over aesthetics might dictate if I roll that back. I’ll prob add it as a settings option and default it to off.
The rest of the critiques I can definitely agree with. When the threat becomes real when the player explores the mines, the heart rate mechanic will become more apparent. Both emotional and functional as a mechanic.
Pacing between mundane and story will be balance more over time as I get to see more responses to the demo. Aside from patches, I hope to see you play the future demos as production continues.
Thanks again!
Stuart
So, I got to say, congrats on what you did here. I came here after watching CJUGames playthrough of the Founder's Edition. While watching the playthrough, I realized how much we share ideologically in regards to game design decisions and progression techniques. You brought a massive grin to my face. What a pleasant f#$@ed up game. It was an addicting and engaging experience with excellent diegetic UI, impressive visuals, good optimization, perfect soundscape and audio.
You have me invested. It may not be much, but I did throw a bit more money your way. I'll be waiting for the next update to play it myself. I WILL FIND the time to play it. Keep up the amazing work.
Finally got a chance to play this since I heard about it over on the facebook adventure gamers group...holy cow am I impressed with what you did in AGS. I have to say it was one of the most impressive uses of the engine. Not even Wadjet Studios come close even with their latest game.
Such an intriguing concept and parts hit so hard to home. Beautiful work. I look forward to seeing what else comes from this. :)
I've always looked up to Obra Dinn Lucas Pope before Obra Dinn when that game was in production. The look and feel was ripe with giving retro aesthetics a new life in a new medium. Definitely something I wanted to experiment with for the first time in my indie career. Glad you liked it! The new shader system comes closer to the aesthetic than the demo.
Will be showing off new screenshots in tomorrow's first post-gamejam announcement. Def stay in touch and stick around. :)
Yeah, I'm not a fan of jumpscares myself, thats why I tone them down audio wise. If something gets you, it should always be something built up on, than just random dude that pops out of nowhere. I'm super happy you enjoyed it. I can't wait for you to play the full version in the future. Definitely stay in touch! :)
Mooseman. Funny, I've been thinking about your comment and I decided to search Feducia on youtube. Funny enough a random youtuber dealing with hunting, has a bunch of videos with deer horns plastered on their thumbnails. Weird coincedence. XD
Nonetheless, this entity is but one of five entities with meaningful representations through their visages.
Hope you come back in the future for the Full Release!
Take care. <3
Thanks Berry for giving the demo a try. Glad the unnerving atmosphere hit its mark. Since there isn't any direct player urgency in the demo, I wouldn't be surprised some won't be feeling it's scary in gaming context. I hope the full game will be able to give that much needed urgency though, so I look forward to having you test future builds and give me feedback. I'll definitely being opening up closed testing to gauge what works and what doesn't.
I want to dig into that text break part though. Do you mean when a sentence preemptively breaks like in your video where the "I" sits alone as the sentence carried on? Like you'd rather after a sentence ends, the following sentence will sit on its own line? Or do you mean you'd rather hyphenate words that wrap so it flows like a block.
The rest of your critiques I can say are definitely already planned, so hopefully you'll be happy with the goals of the end product.
THANK YOU for the critiques. I'm really appreciative of it. :) Stay in touch! You can definitely reach out to me over on twitter if its easier over comments.
Thanks for the suggestions. I can definitely get behind all of that and I think I can push a bit more on how things can be more animated and interactive. I love interactivity so I think I can make that work in the grand scheme of things. Definitely more audio, tho the reason why I didn't include any music was to prevent taking too much time on scoring it, but that will definitely be something to come at least when I start releasing alpha/beta builds leading up to the full release.
Glad to have you on board. :)
Yup, learned the same thing back in college. Pretty much the same concept applied to UX. Though not much applied to my game as what I learned was the system in which the controller works with the camera network and how it handles scene based functions. Which was something I've never managed to do before in any of my projects.
Here's the demo for my romantic horror submission, Feducia.
Aside from a few 3d assets and sounds, everything was done by me. From shader and mood creation, UI systems like fancy text generation and narrative. No premade assets among those I made within the span of the jam.
Here's the demo for my romantic horror submission, Feducia.
Aside from a few 3d assets and sounds, everything was done by me. From shader and mood creation, UI systems like fancy text generation and narrative. No premade assets among those I made within the span of the jam.
Here's the demo for my romantic horror submission, Feducia.
Aside from a few 3d assets and sounds, everything was done by me. From shader and mood creation, UI systems like fancy text generation and narrative. No premade assets among those I made within the span of the jam.