Nah, the demo was few months ago. We're hard at work on the full game now.
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Thanks for making a video on it! I enjoyed the production value with your intro and background, very unique. Finding a way in to the bathroom/workshop would've put you on the path to the next objectives from where you ended up.
As for the flashlight, there are a handful of upgrades that make it much more reliable. It'll be worked in to the mechanics a little more later in the story as well. Right now one of the benefits of turning on the power means you don't have to rely on the flashlight as much. I'll keep tweaking it over time though. Definitely room for improvement.
Thanks again for checking it out!
So the camera sway gets progressively stronger as you lose Nerve. Makes it hard to aim guns with shaky hands. You can disable Camera Sway entirely in the Settings>Misc menu.
When you mention misclicks, are you talking about pressing F on objects, or clicking things in the menus? Do you mean the target was on something else, or you accidentally interacted twice? I haven't experienced it personally, but I'd definitely look in to it more if I know where to focus.
You can use a recipe to learn it permanently. You can transmute any recipes you've learned by just clicking them in that menu. Mouse-over the tabs at the top of the menu to change recipe categories. You need materials to make them, so you can drop items in the deconstruction table to break them down and get materials. I might make the tutorials a little more clear, and the UI could change over time too.
It's still an early Pre-Alpha though, so plenty of room for improvement over the next couple months!
Yup! Demo builds just went live here. PC/Mac/Linux is the plan. The demos are completely free, if people want to support the game during development the Patreon is for that. Otherwise it'll have a price on release - still needs to be worked out - but I wouldn't expect it to be expensive or anything.
It's my most recent release (for now) so it's definitely the most advanced of all my projects. Totally different genres between all of them, but I think they're getting a bit more refined over the years.
Took some time to check out every last trailer while making wild assumptions about each. I had only heard of a few of the games beforehand, so most of my guesses were hilariously wrong. But it was still a great time! Big props to everyone who put this together!
I actually didn't notice the mini-walkthrough on this page until after recording. I was able to check out most of the town, but didn't progress very far in the story. Just talked to a few people and looked at some things. I dig the setting, desertscapes are more rare and underappreciated in horror. Anyways, I still had some fun checking out all the oddities on display. Looking forward to more in the future!
Hi there! I took a look at this game in the final part of a short compilation. I just can't seem to stay away from weird Spongebob games. The static enemies were a little odd design-wise, but I think everything else made sense. Although, it was much easier to beat if you just opened all the doors before grabbing the chocolate. Anyways, if it's a goofy cartoon game I kind of have to check it out regardless. Good luck with your future projects!
Hi there! I took a look at this game in the first part of a short compilation. I liked that each level had some scale to it, but ran in to quite a few bugs or oddities along the way. Noticeably, it was very hard to shoot enemies even with the reticle directly on them. These could all be fixed up as development continues though. Good luck with it!
Nick Cage jokes aside, I actually did see some parallels with the Wicker Man - intentional or not. The "thing" at the end that wasn't fully shown was pretty neat. I'm kind of glad it wasn't fully revealed and that there's a bit more to think about. The wealth of "Fathers" in this game was pretty confusing, but I guess it makes more sense as a theme than a single character. I did run in to a few issues like the sprint key freezing you while inside and also not being able to jump indoors (probably intentional). I understand the collectibles add a bit of gameplay but I feel like the search for them wasn't too interesting. Other than that it was a pretty nicely packed experience. Looking forward to more from you in the future!
Wasn't really expecting comedy-horror at all going in to this, but it's a nice change of pace from the usual serious stuff around here. Full voice-acting was a great touch as well! Some of the stuff was a little difficult to interact with or hard to tell if you grabbed it right, but that was only a minor issue. It would be cool to have a little more backstory for each character, even if it's just some more props or stuff around their rooms. Anyways, looking forward to more wacky horror (or serious horror, or whatever) from you in the future! I included the rest of my thoughts in a short video below.
Backrooms as a concept is pretty neat, so it's cool to see it get made in to a game. I feel like the monster and gameplay is pretty disconnected from the concept as a whole. Could definitely be taken in some interesting directions, given enough time. I included some outside material to show the external influences on this sub-genre. There's probably lots more for this in the future.
Surprised at how smoothly the gameplay flowed for a small indie fps. Usually there's some noticeable hitches that slow things down or some control oddities, but I can tell you guys took some time to really polish the feel. The only thing I felt was missing was letting players use the number keys to swap weapons. The baby sounds were odd, but I'm sure there's some story reason behind them. Pretty solid for an alpha so far!
I made some very bad art. The dinosaur level was a favorite since it seemed to be mainly focused on just building a skeleton. The others being very open ended left me feeling more lost than creative. That's just me though, I'm sure other people enjoyed the more open-ended levels. Overall I had some fun making terrible art. Keep up the good work guys!
Surprisingly functional for a game jam (upgrades were a nice touch). Short, but in Alpha that's totally understandable. I'm interested to see how you ramp up the difficulty and bring in other gameplay elements. Some more varied upgrades beyond just number tweaks would be cool to see. Maybe different shopper variations or some usable abilities. Anyways, I filmed a short video of my time with it. I'll link that below for anyone interested.
I can see you guys have some interesting ideas floating around but it still seems pretty early on. I know this is still a demo so I think there's some promise here, given enough time and polish. I included a short video below of my take on it, if you're interested.
I first found your work on Twitter, so I did a video on becalm. Loved the visuals but felt pretty limited exploration-wise. This was a nice change of pace. Being able to freely search around this world was really nice. Audio and visuals were great! Unfortunately I never found the sand worm, even after looking for a decent while. It would be neat if there were some secrets to find or more variation as you travel further from the center, also I accidentally left the game immediately by interacting with the ship, but those are my only complaints. Nice work with it. Looking forward to lots more from you in the future!