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(2 edits)

Oh my! I am gonna get a heart attack! When I saw the trailer at the end of the new demo version my mouth was like this :O and my eyes were like that OoO! Incredible! :O

Now puzzles are definitely easier to solve, but to be honest I think it'd be good to have at least one or two puzzles that are challenging, as challenging as the way the puzzles were in the previous build. Once you get used to it it''s no longer challenging, but for example the hints before could also distract you, confuse you, and I liked that aspect in some sort, because it wouldn't give the answer straight away - precisely about the 2nd puzzle next to the "hidden easter egg room" ( for those who haven't found it yet). Before all gears in the hint had picture in them, and although it's a hint you'd feel obligated to discover which combination would work. Now the other gears are empty and only the 3 you need have pictures on them, making it extremely obvious. It's good, but also in some way not so good for the difficulty. But I am perfectly fine no matter how it stays. It's still cool! Now how I discovered it before was by checking how the gears align in the contraption and in the hint, and that's how I discovered the combination. Now I only had to look at the icons and using simple exclusion logic to solve it (aka there won't be repeatable signs under one wheel so it'd be easy to determine where each icon has to go). I like how distinctive now the puzzle icons are. Before the icons had similarities with some of the scribbles we'd find in caves and other places in some way deceiving you that maybe the hints to solve the puzzles were scattered somewhere along the route you took to this puzzle, now icons have nothing in common with the scribbles so you can clearly make a distinction now. 

I like all improvements pretty much, except only one - I don't like that the Salaryman is running. For some reason I found the previous approach with the Salaryman more iconic than the current one. It felt authentic, iconic, tension-infusing to have the Salaryman walk as fast as he did before - you trigger him, he leans forwards and starts walking fast. Now it just doesn't look as iconic as before.. The Salaryman - the fastwalker - was a great detail in my opinion and something that should make a return. The fast walking almost made him feel both human and inhuman, so to speak, and I really liked that about him!

The first time we are being chased by a running Salaryman actually feels good, but after we drop to the sewers and if I purposely bait the Salaryman to chase me he is moving very slow, and I can run to the other side of the room without him catching me. Previously this was not possible. He'd usually move fast enough to outrun me. It seems like only in scripted moments he can run fast now. 

Otherwise his animations are more expressive now and I really like it. 

PS. Speaking of the teaser, my oh my, if this only a teaser of the full new trailer, I can't wait to see the entire trailer! If this is the whole trailer, it was a blast! 

Oh yeah, and I almost forgot, there is a visual bug when you interact to get the lantern. When you interact the screen or some parts of the assets flicker through black for a second. I think it might be some interaction issue. And there's still I think two spots where animations looks laggy. It's most visible as you fall down at the beginning of "Weird Fishes". 

Thank you so much JM for the in depth review of the new build (abyssal zone type nit-picking, which we love!) XD 

We're glad that the new puzzle works better! Its a long road to get to this balanced version, but we're better equipped now in handling the other puzzle designs too, thanks to all the feedbacks from communicative players such as yourself. 

We'll look into the bugs with flickers and such, we'll probably update that in a few days. 

Regarding the Salaryman creepy run, well, that might make a comeback afterall ;) 

As for the trailer, this is all we got at the moment :D And we're saving everything else for the very final trailer before our release early next year!

Thanks again for playing the demo again! We always appreciate your support very much JM :D Take care and have a fabulous weekend ahead. 

Samudra's demo has been installed on my system for months, and maybe ever since I first played it through Steam, so I am always looking forward to diving back in! :D Thank you! Gl!