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(+1)

I really liked this game, played it for this first time back in 2021 at a friend's house. Most of the locations are very realistic, and I think this project is really underrated. Anemoiapolis gets all the love, yet small projects like this barely get any recognition. I have been working on my own liminal space game for the past 2 years and I'm getting close to releasing it, but it's nowhere near as good as yours graphics-wise.


I've got one question, though, are all of the levels based on real photos? I recognize many of them and wanted to make a video with a side-by-side comparison of the real photos and the recreations, but I don't think I have ever seen some of these (like the one with the blue blocks).

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Wow! I'm really thankful for those words, they really mean a lot to me because this is my first serious project ever, and the support it's receiving is great for me even tho it may not be much for other devs :)

I'm thankful too for the comparison to anemoiapolis, but I think they really deserve the attention they get, I'm happy with my little portion. And don't worry about the graphics of your game, the liminal feeling is all that matters, graphics are useless if your game doesn't feel like you want it to. 

And yeah, all the levels are based on existing pictures, tho not every picture has been taken in real life. If you really are interested you can write to me in this email hugo.a.game@gmail.com and I'll send you the original images :)

Also I wanna thank you for your comment, I'm in a very tight schedule with my studies and haven't been able to really put time into making the game, but I think I'm gonna resume the development and finally release it thanks to you! 

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I have already found the majority of them, and if I don't fiend the rest I will e-mail you.

And yes, I do realize that the visuals are not everything, but I really regret using the Irrlicht graphics engine for it, because it lacks support for many key features I would need to use, and while I could theoretically implement them myself as the engine is free software ("open source"), it wouldn't make much sense when there are other, more advanced engines such as OGRE. When I started working on that game, I thought of it as a small project that I would complete in under two weeks, but then I kept on adding more and more levels and now, almost one and a half years later, I'm at the point where switching to a different engine would take too much work.

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Oh, that must suck tbh. I don't really have any problems with ue4, I don't know if you tried it but I really reccomend it! I dont have any coding knowldege at all, so the blueprint system works great for me too. You should just finish your game and don't put too much tought on it if it doesn't have a practical solution, at least you learnt from the experience :)

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Have you released your game yet? if so whats it called, i would love to try it out.

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Well, to be honest, I released the game for the first time publicly in 2020, but not on Itch, and back then it only had 3 levels, all of which were unfinished. When it reached a semi-playable state, I released it on Itch in May of 2022, and the game receives updates to this day. It's called PogoBijoux (the name is kind of random and doesn't mean anything in particular), you can download it here, however please keep in mind that even though this game had its full release on February 14, 2023, it still has many bugs and is not 100% feature-complete. A big update is currently in the making so you might want to wait until it comes out before playing.