Rad
Time to dispatch another lamplighter...
I love this! Its a bit of a bigger, fuller world than the overland travel stuff from Fearectory has, but it still works well with it's encounter rules.
Quick questions on the encounter lists; What does scum refer to e.g. on a 1,2, or 3 in Tveland? A bent? And is there something specific you're referring to for the black knight and inquisitor or something to make up on the fly?
OK, just booted it up from the folder to check and it launched just fine. It's odd, I've launched a bunch of UE stuff from itch just fine, including my own stuff. Not sure what's causing that.
Moonshot option: SteamVR is launching automatically when the game starts. This is default behavior for a UE project, but I wouldn't be surprised if something got stuck waiting for SteamVR to launch when it didn't need it. You can disable the SteamVR plugin on your project and it will stop that from happening.
This was great. It kept a constant feeling of threat and tension ramping up, where you weren't sure when something was going to happen. Even when you are explicitly told something bad is about to happen, it's still a curveball. The chase scene was perhaps a little too chaotic, and needed to guide the player's panic a little more, since game overs in this type of encounter kill the tension a bit. All said, nice work, and good fun.
I streamed it for some friends, and we kept trying to figure out what is going on. I genrerally dislike things that lean too heavily on the symbolic and metaphorical unless they are done well. In this case, I think it was, but I also think things were more literal than perhaps we realised at first. We went through a few theories:
-Some kind of noncorporeal transcendance (after the first couple of speakers)
-Allegory for leprocy (after your first encounter)
-Purgatory/Hell (after that one speaker lamented the lack of pain)
-Some kind of deep curse (after the speaker accused whoever did this)
I think I'm leaning towards a sort of purgatory type of thing. Our protagonist needs to shed thier regrets and accept thier fate in order to move on.
It was enjoyable, memorable, and made me think. So a success, I reckon.
Some neat ideas here. The audiovisual barrage comes a little close to untolerable, but does succeeed in creating a uniquely wierd atmosphere. The rules of the world are taught in a nice organic way too. I think I may have gotten stuck just beyond the rotating door, in the corridor with two exits. I couldn't figure out how to proceed. I would be interested to see where this goes.
This is great. A bit of a slow burn, and a little predictable, but not cliched. Subtly introducing the player to mechanics they'd need later was clever, and the switch between fidelity levels paid off so well. It's darkly funny at times, too. There's a lot of things implied too, leading to a deeper unease. Great stuff, nice work!