I think the items not registering was the deadzone operating correctly yet unintuitively. I've adjusted the deadzone visuals to be clearer. Thanks for the feedback! I genuinely appreciate it.
CursedSolutions
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The colours on the spinner pay out based on the number of key cards collected, but it's not very obvious. I've adjusted the payouts to hopefully be more closely tied to those key cards. I cant fit any text in the spinner landing zones, but if you have any idea for how to make that colour link more obvious I'd love to hear your opinion!
Thanks for the feedback! I genuinely appreciate it. Im glad you enjoyed playing! The coins getting stuck is a product of the physics system. I could tweak it to detect those blockages, but I think it adds to the fun and realism so for now it'll stay in. The deadzones were obviously not clear enough, so I've updated the visuals and made them more of a feature in the game. The colours on the spinner pay out based on the number of key cards collected, but it's not very obvious. I've adjusted the payouts to hopefully be more closely tied to those key cards.
Thanks again for the feedback!
In my latest update I reduced the amount the veins spawn with, so you might be right about them being too scarce. I'll keep testing and maybe tweak the rates if the issue becomes more obvious. If you can get enough credits for an engine or aerodynamics upgrade, youll get more bang for your fuel buck.
Its funny that you call finding the black fuel unlucky, its actually the most valuable product in the game by about 5x. Its also great for ultra soft landings later on when the gravity increases and your engine becomes very twitchy. I find the red fuel is the least useful tbh.
Thank you so much for the feedback! I honestly appreciate it a lot. If you keep playing itd be great to hear if your opinion stays or changes.
Yep getting stuck is not a bug. If you have Red fuel, you can tip yourself back up, and if you have Blue fuel you can activate your shield and push away. Failing all that, you can hit Enter to abort and respawn.
Regarding landing, if you have Black fuel you can achieve a very soft landing.
Thanks for playing, and thanks for the comments!
Hi there, thanks for the question, and thanks for being the first mac user to show interest in my game! Ive now added a dedicated build for mac, so please check out the download page and select the (mac) version. I have zero experience porting to mac, so please let me know if there are any issues.
Thanks again!
Bathroom mirror key cannot be picked up - a decision i now lament. It will be changed asap.
No way to look under the bed - another loose end i didnt think would ever be an issue. It will be changed asap.
Regarding the calls, the game is currently set to loop once youve completed all of the currently active puzzles. I think i need to add a final phone call to provide a more definitive ending to the demo.
Regarding dropping items, the safe is designed for the purpose you mentioned. I didnt expect it to be required or desired for the demo, but i think i was wrong on that. Its on my todo list.
Stress currently affects a number of difficulty metrics, as well as how often a "spook" is triggered in the game. It also affects the player's response time window when looking directly at spooks. Ive coded the mechanic to be easily readable, so going forward it will affect things like dialog trees, interaction options, etc etc.
Thank you so much for the interest!
Haha thats very kind of you to say, thank you very much! Talent had nothing to do with it, i promise you! Just give it time and dedication, and nothing can stop you! Regarding the art style of the game, if youre looking for technical guidance, i recommend checking out the HauntedPS1 discord or twitter page. They share tons of great resources to get started, both in this art style, and in coding in general.
Thanks again!
Many thanks for the donation! I didnt plan for those at all, but i guess at least now i have an opportunity to learn how that aspect of the business works.
Regarding the controls, yeah i can kinda agree to be honest. A lot of inspiration regarding control schemes was drawn from the limitations of the PS1 as well as those clunky point & click adventures. For me, those games triggered a kind of frustration, which i wanted to somewhat intentionally express through the control schemes in the game. I think overall i missed the mark a little and ended up hindering the experience. I definitely agree that some tweaking is needed. If you have any input on that issue, id much appreciate it!
Thanks again!
Thank you so much for the feedback! I think I have some work to do in order to polish the demo (like maybe putting an ending in...), but I really appreciate you taking the time to play and comment! I've made notes based on your feedback and will be sure to implement some changes to the game going forward.
Thanks again!