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(1 edit)

it's pleasure to have found Lurking has got sequel. the course which your dev took is truly not only re-imaging retro style but retrieving long forgotten adventuring heart. such challenge is always welcome. thank you, devs. :)

but i have some complain and suggestion. its about screen design.

its too dim at night/in cave so im overlooking things often on the ground or surroundings. the rain effect as well just becomes annoying. along with combat log, it covers char's graphics.

such "rich expression" is often seen in modern ARPG/Hack'n'Slash/MMORPG but affordable only when in bigger screen layouts which could hold enough space (or adjustable camera view and scales for info related parts) and having separated stats gauges which is kept in standout manner.

a game in lo-res (or lo-res looking game like this) screen needs more clarity than real/rich flavor imo or it gets just losing visibility of vital part, thus cause to be too stressful to play.
the actual drawing space is quite small afterall, isn't it ?

i think its better have options of turning effects off like realtime zone lighting, weather or even day/night cycle, adjustable gamma collection and color scheme if possible unless the screen design gets changed.

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Thank you very much! Please keep us posted on your play progress as we love to hear from players.

Regarding the points you make, they are very valid.

I will be working on trying to correct these issues as best as I am able. I can definitely brighten the tiles and will try to find a means to solve these other issues you mention as well.

In the mean time, you may wish to try adjusting the options of narration size to SMALL and nightlite to ON. Please also know that pressing [C] key will clear the narration from the screen.


Thanks again! I will be working on this.

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BTW, as I began to brighten tiles and some looked good and some washed out, I started to wonder if you are an artist? Your perceptions were very astute.

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i did notice "C" key is handy when logs got increased but didn't notice the differences of Highlight and Narrative (log font size) options' change that much. as to smallest font of Narrative, its hard to read on my 24' monitor. so i can't set it to smallest anyway.

currently im busy on exploring literally step by step.
looking at each objects, searching NPCs to get more infos, checking tiles one by one in dangerous looking place... and so on.
it might sound tedious for non-players but actually, thanks to rich variety of environment, its really fun.
it makes me feel as if the world is emerging gradually from darkness with my own foot prints increasing. this kind of experience is rare these days. :)

i myself, ain't an artist, but i think i might have some kind of such sense through my experience since 8bit era.
old games had only a few colors at the same time on screen and had to use dither or patterned way especially for tile based game.
and there had been already some tricks to put multiple tiles in one grid with transparency. actual result isn't changed since then.
so i know possibilities from the fact how overstuffed/mismatched colors/odd placing of pixels could reduce visibility badly.