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I like the super mario like jump with no air control. It makes it feel more like a real person instead of a game character.

I would like to get the option to fast forward current text to completion instead of skipping the whole cutscene altoghether.

Texture painting in the road felt a too blocky (sharp square like changes instead of more organic shapes), it breaks inmersion a bit for me.

Transparency in the character sometimes generates spooky results with the eyes and mouth of the character.

Would be nice to have some HUD indicator that I can't move the camera in the sections that you block it.

Animation blend time between walking and swimming seems a little to fast.

Inventory and dropping items hint came by before I even interacted with any item.

I stopped playing after getting stuck in a large body of water without a clear way to exit the water.

Environmental design felt a little off, there were some sections were there was no clear visual hierarchy that hinted me what was the way to go or a clear visible landmark that I knew that I had to get towards to.

Overall I think it is very intriguing, I would like to know more about the story of the dead soldiers.

(+1)

Thanks alot for playing, and for the feedback! Yeah I need to redo the first cinematic, currently is just a place holder with lots of lore dumping. Eventually it should work like the ones from the wagon/cart progression, which fills one dialogue box at the time in small jumps forward, those doesn't get much feedback so ill hope is enough. Unfortunately the blocky textures on the terrain are due to the lower terrain resolution, set on the ever lasting attempt to optimize the game, so it might be a bit late the change them tbh, I'll see what I can do. But yeah they do bother me alot. The transparency is an ill attempt to reflect that the character has some sort of ghostly form on the first scene, but yeah no one really gets it, and the shader looks weird, need to try something different later. It does go away in the next scene tho. Fast animations blends usually hide weird bone movements, since the blending is calculated by deranged mind of the engine. But yeah some blend are a bit iffy, specially the parkour and climbing ones, giving them all another go is on the list. They tutorial hints will get rearranged in the next update 👍. Do you remember which body of water it was? I theory they all should have climbing vines to get out, but yeah they're not always super clear.  The feeling of getting lost is supposed to be intentional, I wanted to reflect the feeling of getting thrown into a mysterious and weird place, an Alicia's rabbit hole event, like at the start of Ocarina of Time, Majoras Mask, or most silent hill games. Where you need to explore your way through, but never feeling competely familiar. At least that was the intention, it hasn't worked out like that for most players 🫠. So we'll keep working on it, but thanks again, seeing more people playing it means a lot. Cheers!

(+1)

Glad the feedback comes handy.

It was a big lake with floating wooden boxes, I get there after falling down from a square wooden platform that was hanging from a tree. Yeah I never noticed the vines, maybe tutorializing them earlier or making them stand out more could help.