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Another two hours closer to my deadline. Only 4,5 hours left to go, this is getting tense!

I re-did the UI tonight. It didn't scale all to well before and people rarely noticed the message system or even the score before. Should be better now.

Also added sound and a little dash frame to the new dash feature.

I've changed the goal image to be a polaroid, presenting a memento from the past. Not sure if that's very clear. Any ideas?

So much little stuff left to do! I guess I'll have to start choosing my battles real soon.

Have a good gamedev day everyone!


So is the game a philosophical piece, about how spending too much time focusing on the past will impact on the present? Like chasing memories will only lead you into trouble? That's very deep, I like it.

Also, something I wondered about the past version of yourself - if you stand still after you've collected the polaroid, would the ghost jump into you and kill you?

As for the first question : yes! That's exactly the point underneath this all, I'm glad it shines through somehow cause I wasn't to sure that it did. :D

For the second question : most of the times it will not kill you. Sam and Sara have some momentum so when you grab the polaroid and stop giving input you will go on for a tiny bit. Most of the time that's enough to stop the ghost from colliding with you. The ghosts also have a tiny 'free zone' where they visuallt collide with the player but won't kill you. This let's the player have 'close to death' encounters that lead to exciting moments. This also helps with the issue.

Standing still for too long leads to unpredictable ghosts however. Cause you never know when he will start moving again :)