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SteelGeneration

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A member registered Mar 13, 2022 · View creator page →

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Question on the stutter: Did your internet browser have hardware acceleration enabled? If it didn't, enabling that usually fixes that.

Walk audio: Hmm. I'll have to have a think on that.

Pick-ups: Pick-ups in general are getting an overhaul (working on it now, actually) and there will be a little inventory in the top left of what you've picked up.

Widdershins: It means counter-clockwise. :) I firmly believe more people should use this word.

Tiny targets: Hmm. That's valid. We're in the middle of re-doing the sprites for the sensors, so we'll keep that in mind when designing it.

Glass Colors: The whole tutorial is being reworked, so already on it.

Thanks for the super detailed feedback!

Addressing a few points:

* We're going to add a little outline visual effect to Umbra to make her a tad more visible when she's in 'dark mode'.
* The lasers themselves are getting dimmed down a bit more (maybe put this as a user setting? IDK)
* I'll have to think on what to do about Umbra's slow movement. I'm not sure if the maps are too big or if she really needs the speed increase. Definitely one of the two.
* The camera definitely needs some work. The current camera system was a last minute change. Before the camera was just on Umbra the whole time, which made some aspects of the puzzles be off camera.
* I'm glad the sound effects helped! We're probably going to add additional ones to make hitting different things more distinct.
* Yeah.. There's a bug with the sensors in the last room. I wasn't able to reproduce it, so I'm still trying to figure out what's causing it >_>

Yeah, the camera is something we're trying to figure out how to best resolve.
The old version just followed the character but you had to solve off-camera stuff by sound. So we moved to a whole room view, but then the rooms are too large XD
So we're trying to figure out how to get best of both worlds. A button to switch back and forth is probably a good idea.

The light pollution issue was something that wasn't noticed until pretty late.

Earlier versions had the camera zoomed in more and it just followed the character, but it made it hard to do some of the puzzles when some of it was off screen. So then we made it center on room, but then it made the character harder to see :(

Definitely on our to-do list thoug

In one of the earlier prototypes, I didn't even bother capping the max rotation speed. So it just kept accelerating endlessly the longer you held it :D

I'm tempted to put in a settings option to un-cap it for fun shenanigans.

I really like the overall aesthetic. The potion mechanic feels fun. It doesn't seem like the "unlimited' blank potions really do anything though. If they did, there wasn't really any feedback from it. Also, it'd be nice if there was some sort of warning when your health is getting low. A few times I died before realizing how low my health had gotten.

Hmm. I'll keep that in mind. We want to keep the dark/shadowy vibe, but visibility definitely needs improvement. The windows/filters need something to make it more obvious they're there (and what they do) and the little slime friend needs something to make them easier to spot in all the stuff.
And probably the light bloom on the lasers needs to go down a bit more too. (Earlier in development, it was even brighter)

Hmm. I think the difficulty might have spiked too much for that last puzzle.

The glass/transparent walls are filters for the light. So Blue light can go through a purple window and come out purple. But a blue light through a Yellow filter stops because yellow allows red and green light through, but not blue.