I'm no expert at forum posting, but I figure it'd be helpful to have a place for any questions you may have for me. This could be about the game's future or its past--any sort of itching curiosity I can help scratch.
A lo-fi stealth FPS with a focus on exploration. · By
Hi there! I asked this question before and received a response... but when I try to click on it, it says the post no longer exists. I assume it has to do with the creation of this forum and perhaps the old stuff getting deleted?
Anyway, I saw in the general post that right now Itch is the only planned release platform. If the game comes to steam in the future will buyers be given a steam key at that point? Or is there a general expectation that you will need to rebuy it?
Game itself looks awesome and am looking forward to giving it a try.
thank you for letting me know. it may be one of two issues:
if you die or reset the level, the gem bag is emptied. this is a result of the way the save system is recorded and is not possible to fix without completely rebuilding the way the game works. an unfortunate oversight on my part.
however, the mere inability to sell gems may be due to the changes i made to their functionality before the patch. i'll investigate this and hopefully get it fixed. thank you for bringing it up; i was completely unaware of this.
Yo just bought this on the steam sale, i really love it so far! im just curious what inspired you to make that cool little hideout town in the first part. I loved all the dialogue, the cook guy with the missing tail is so funny, but i was just blown away by how big it was for a "secret" area. How long did it take you to make and what inspired you to put so much thought and effort into something that was mostly hidden from players? Does it bother you at all that some people playing might miss parts of it that ur especially proud of?
funnily enough, the stepdown was actually the last piece of content i made before shipping the game. i really like towns in any game, and i love writing dialogue, and i had this whole dialogue system i'd barely made use of up to that point. i wanted to add a little more character to the world and give the game some more context to the setting. but i didn't want to mess with the game's "plot" or progression or anything. it took me a few weeks to a month of work, so nothing too crazy but it was definitely an undertaking. most of that time was spent making the geometry lol--i wrote all the townsfolk's dialogue in like a day or two.
personally, i'm never too worried about whether or not a player's gonna see everything. i sort of make my levels from a standpoint of, here's the critical path, and now that i've got that done, i can start adding branches to random cool stuff. and i just repeat that process over and over. as the most extreme example, i didn't even expect all my players to see the end of the game: partially because most people don't finish games, and partially because i made act 2 so hard to beat. i figure if people wanna poke around and figure things out and see all the content i made, they'll do it, and i don't need to guide those kinds of players. in general, i don't give much thought to the playstyle that finishes all the required content as quickly as possible, except maybe in a speedrunning capacity.
i'm super proud of how the stepdown turned out. i kinda wish i could make a whole game like that--interacting with townsfolk; hanging out; low stakes stuff. maybe someday.