can't move for some reason
DJ Saint-Hubert
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I peeked at the video someone replied with, and the destruction in the city looks pretty well done. I just thought the initial apartments looked a little too perfect/clean. Maybe not so much that but that backrooms area in the first screenshot, the floor is just so smooth. Or maybe it's more of a lighting issue
the menus froze for me when selecting anything in the inventory menu, like I got some weapons in the side view test and wanted to equip them, but then I couldn't choose anything and there was no way to back out so I have to exit the game and restart. I also don't know how to attack (it is the use button, right?) so I just get chomped no matter what. I liked the environments and models though, maybe the backgrounds could look a little more lived-in like they do in RE2 (although not as much in RE1). Also the accessories menu on the character select screen was another menu that froze
it was pretty fun, I thought the proceduralness would be a little more extensive though. Like when I ended up in the gallery area, I thought it'd have different artwork each time. If not completely different, then randomized combinations of different layers used to generate the artwork. It already seemed halfway there. If you can look up strangethink's games (no longer hosted on this site), they do some games with procedurally generated galleries, which is hit or miss. It might be a little hard reining the algorithm in to generate interesting artwork every time. But surely you could swap in and out several layers of images and give them random HSV values. Also strangethink does some things with procedurally generated architecture/geometry, which if you could pull that off, it would be more interesting than just swapping out objects/entities, from what I can see in the video
It was a little on the nose for an LSD tribute at times, and I assume the fish man was a tribute to Seaman as well. Also I don't think I got to explore all the areas yet because I got softlocked when I fell off a ledge and couldn't jump back up. I also almost got softlocked when I crawled under one of the buildings that was tilted in such a way that you could only crawl so far before getting stuck. Sometimes having to seek out the entities that will teleport you to the next area is a little frustrating, and I find myself wishing I could just walk into walls and teleport like in LSD. Also it seemed a little random that you could die in one situation but in no other way as far as I could tell. Maybe I just didn't get far enough to encounter the other death scenarios
The performance was pretty good on my semi-decent laptop, btw. It chugged a little bit but did pretty well considering how high-res some of the textures were
yeah like I said I just don't know how you'll make an even more extensive dungeon in the full game. I hope my words weren't harsh though. Half of my frustration was because I'm absolutely addicted to checking everything in the environment and half thought the key would be found through checking one of the random bookshelves or something
Ok, I think I played everything in the demo. I ended up boosting my experience and money drops because I got stuck at Eli's house (maybe I played through that area too soon) The mansion got a little tedious, it just had soooo many rooms, although maybe it's comparable to Mother 1, with its haunted mansion? At least the encounter rate isn't as much as that game. I don't know how you'll make an even bigger dungeon in the full version, to follow up on the mansion, though. I think I would've had trouble in the mansion if not for the experience and money boost, although maybe the bunch of item boxes would've helped. The game seemed a little unbalanced in that there were only a handful of item boxes early on and then in the mansion I swear there were 20. It also would've been nice if there were places to buy some of the more powerful food items instead of having to find them in item boxes. In general, the fact that the game only has item shops at the very beginning is a little weird, doesn't follow the 'more remote villages inexplicably have more powerful weapons and armor' rule of RPGs. Also I'm not sure how much the weapons and armor figured into my stats once I leveled up sufficiently. Also the CoffDrops I think were only found in the mansion, but you get colds much earlier in the game, and by that time you should have an ability to cure colds? It didn't matter much because by then I was insanely overpowered, I think I finished the demo at level 21. I only boosted my experience by 300%, seems a little high a level to be at for just the end of a demo. I liked just how many enemy types there were in the game, obviously no palette swaps. They got a little weird, definitely leaning into the inanimate object enemies that Earthbound had at times like the Abstract Art and Crazed Sign. Also the mouse appeared later than the rat enemies for me? Overall great demo though
there's a big bug when you revive after being defeated. You respawn in some house that I don't remember being in, and you can exit it but it seems to end up in some random outdoor area, and scrolling doesn't work. I forget if this happened every time or not (it might've happened after checking in at the house near the farm). After it happened a couple times, I just exited the game and restarted to avoid the bug. Otherwise, I like it. Maybe the damage during battle could display for a longer time to register, and when it says WHIFF I didn't realize it did some damage until I beat one of the enemies with a whiff. Maybe Mend is a little expensive compared to other RPG healing abilities (I was playing on Normal difficulty) The enemy and item names like LoosTire that were shortened despite no storage/memory limits to require doing so were kind of cute, gave me flashbacks to the GBC Dragon Quest ports and things like that
definitely a standout game this year. I got a little softlocked though because I ended up in the cave area and couldn't find my way out. The Unstuck option in the menu just spawns you back in the same area at the entrance point. I was hoping it'd bring you back to the lobby.
Also when I restart there's a savestate that keeps me stuck in the cave
comments are disabled on your other game, Through the Unknown. Commenting on that game. I liked the idea, but immediately it plunked me in a desert area with seemingly randomly placed cacti and no clue where to go, I found the exit completely by luck. The next area was the gas station, which was a lot easier because it was just a road that you follow. But then came the bombed out buildings which I loved the music that played but finding the exit was a needle in a haystack much like the desert area. And then it teleported me back to the desert area, where I gave up. I personally think you should dump the 'certain objects let you teleport' feature and just make it so walking into any wall will let you teleport like in LSD Dream Emulator. Or maybe starting the game will start you off in a random area each time? I have no idea if being teleported back to the desert was because I found the wrong exit or if the teleport locations were just random, and I didn't have the patience to backtrack and find the exits again because finding them in the first place was just sheer luck



























