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A few words about Tungaska: The Visitation

A topic by moshyfawn created Nov 18, 2017 Views: 913 Replies: 2
Viewing posts 1 to 3

Hi! I've played the demo of this game and want to express some thoughts on it.

First things first, I haven't finished it yet: I only entered this rookie village and went about exploring and chatting with its inhabitants. So, I didn't study all of the game's mechanics.
The main thing for me was the fact that it is straight up S.T.A.L.K.E.R. games with isometric styled gameplay on a surface. And while it's awesome to dive into the familiar atmosphere, the fact that it does lots of stuff completely the same way kinda upsets me. And I do get that the developer is going for the S.T.A.L.K.E.R. feel. So, let me explain myself.

The way this game structured makes me think that there will be no innovations added to the S.T.A.L.K.E.R. concept. An ambient sound feels like it's ripped off and had little rework. Same goes for UI. The start of the demo's story is a rookie village. How unfamiliar is that? Inventory/currency/trading/weight (+ maybe fatigue/calories management/weapons) mechanics feel like I'm playing all the same game I'm comparing this game to.
I know it is only IMHO and I'm only that kind of person who wants to see stuff made differently even if you're trying to replicate another game's atmosphere. So, these facts don't go game's minuses in general.

On the bright side, I do like the effort put into game's looks. This moody feel of Zone's despair is getting to you.
The game has its style and knows what it wants to be.

In terms of the technical side of things, bugs have their place. Rain splashes going through the roof in the menu, ability to "walk on water", weird pop-ups to the roof while being in the building, trading weirdness.
I think there's a need to somehow highlight interactive object because it is hard for an isometric game to have a clear way of showing you what you can touch.

In the end, I want to say that I'm not going down on the game like you may think. I did enjoy playing it. But I see it only as a base (prototype if you like) for something a bit different.
I did a video playing through the first bit of this demo if you want to see exact reaction and thoughts on what happens in there:
P.S. It's my bad it looks like frame rate is low. I messed up my recording settings. The game runs pretty smooth

Developer

Thanks for the feedback!

Yea I do get how you felt like you were not playing a new game. Some ambient sounds were ripped off stalker as placeholder until I have time to find replacements. Dr Sidorovich was actually a pun - he's supposed to be stalker's Sidorovich's father if you ask Dr Sidorovich about his story lol. But perhaps one day I'll change his name to someone else.

The village is not really a rookie village, it belongs to a faction who's in war with another, because Dr Sidorovich did something something... but I'm not gonna spoil it lol.

Thank you for spotting the bugs! As for water, later on I'll put some invisible walls around the lakes so you don't really get into them. There are a lot more things I need to fix, it just takes time as I work on this by myself :)

I know that everything's kinda blocked out with these temporary props (including SFX). That's why I never said I didn't like the idea of this demo. But in the current state, these are mine complains. I don't know why I'm trying to re-explain it :D I just think it may seem like I'm very harsh towards the game. But I'm not. And I'm looking forward to seeing how this project's gonna evolve!

Oh, my bad, I didn't explore fine enough to get the fact that it is a reference to the S.T.A.L.K.E.R. series. I was really in the zone of accusing the village of being very familiar :D
I'll point towards the fact that I didn't go deep into all of the gameplays and it will make up for my ignorance (no) xD

Working on a such fledge out project is tough! I hope you've got enough patience to finish it up. And good luck to you!