In the options menu, it says "Sensibility". I'm pretty sure you meant "Sensitivity".
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Maybe I'm alone in this, but I had a lot of issues getting through this Demo. It was frustrating. It's possible it was bc I was streaming it at the time and focused a lot on chat, but it's also possible that there are some legitimate design flaws that need addressing. I feel if these are taken care of, the demo's pacing would run much smoother.
1) Admin Office (looting for supplies): You have to be right up on each desk to be able to open any of the lower drawers. Because of this, I spent far too long looking elsewhere thinking that the lower drawers weren't accessible. There's ALSO an area in front of the 2nd desk on the left after entering the room that prevents you from crouching, which only added to the idea that I also couldn't get low enough to access the lower drawers. Because I had already found 3/4 Supplies, the Keypad outside the Medicine Room had me thinking I needed to be looking for a code instead to get the final piece of loot.
2) In the 3rd segment of the demo—where you have to find 3 Breaker Switches to unlock the door—the closest switch to the main character's spawn point is probably the easier switch to find... on paper, but with how it was implemented in the game, it was the most difficult for me to find. I spent way too much time looking for that switch, and after thinking about it, here's why:
First, the 3-Breaker Puzzle isn't presented to you until a bit farther down the hallway. This already had me thinking that I needed to push farther into the building to find the switches, not head back to my spawn point. The game helps fortify this line of thinking by having 2 switches beyond the puzzle introduction point.
Second, the location of the 1st Switch—closest to your spawn point, and before the puzzle introduction point—sits in a corner shrouded in darkness. Armed w the mentality above, this Switch was way too easy to overlook, not to mention, the game actively encourages the player to NOT look in the direction of the 1st Switch's location due to the room's design. In the 1st Switch's room, there is a big window that allows the player to keep watch of the enemies patrol paths outside the room. Because of this, the player is encouraged to always be watching the window. Also, none of the enemies' patrol paths ever cross the door nearest to the 1st Switch, which also drives home that looking that direction isn't very important. All that, and add the fact that the Motion Sensor in your hand has you watching that as well. I spent a LONG time looking for that damn switch. Almost made me give up.
3) In the 4th segment of the Demo we come across a seemingly sleeping enemy seated on a chair holding a beer bottle. When I first encountered this character, it startled me! I gathered my composure, quietly snuck by, and continued on. After having gone back and forth about 10 times looking for the next step, I finally decided to say "screw it" and tried waking the enemy. Turns out, that's exactly what I was supposed to do. Now, there's a problem with this. Everything in the game prior to this point has taught the player to avoid these people at all costs. I NEVER would have thought that the enemy was going to suddenly help me get out of here. Unless I'm missing something, I feel like this makes no sense.
4) In the 4th segment of the Demo, what is the fuse box doing in the weapon's cabinet?
I feel like if these can be addressed, the pacing will run much better.
This has potential. however, in its current state, it more so feels like a proof of concept rather than an actual game. There are a lot of bugs, and there doesn't seem to be any way end the demo without dying.
I hope development continues, and I'm curious to see where it goes!
I love the Poop Killer series, but Poop Killer 6 is probably the weakest of the series. Very short, and not much really happens.
Some of the optional endings were pretty humorous, and unique, but that's about all it's got goin for itself when compared to the rest of the series.
Not terrible, but nothing great either.
Don't jokingly text back to anyone on your in-game phone and type "!". For whatever reason SHIFT+1 will restart the game lol
This game was a surprise for me. I originally played it on the Madvent Calendar collection, but it was by far top 3 in that collection. Was never really scary, but it was fun, kept me interested, and had me laughing a few times. Overall great experience!
It's strange that the site allows you to even apply such a discount if they don't accept purchases that low.
When trying to purchase for $0.80 USD (the official discounted price):
"Due to processing fees the minimum amount is 100 cents."
There is no download button to play your game is what he means. I too cannot see a download button.
Not my fav, but also not my least fav. Probably the shortest game I've played by 616. About a 10-15 min experience before reaching the final ending options. Gives a couple laughs w silly dialogue, but that's about it really. There are def better games by 616.
Yo, dev! These games are fuckin dope, and I'm tryin to showcase them all on cast, but you keep getting closer and closer to the TOS line!! CHILL!!! BRO!!! LOL!
You're literally just sat down and just preached at the whole time. Nothing interesting happens. Lame experience.
Ok, so I've played a LOT of itchio horror titles, and the mass majority of them are quite bad lol! I went into this game half-expecting Mothered to be full of the same ol' tired tropes found all over itchio horror, but I have to say that I was quite happily surprised. This game is fantastic! The beginning of the game had me a bit fooled into thinking it would end up being like the many other itchio horror titles I've played, but this game was a sleeper hit for sure! The creativity in the visuals, dialogue, text prompts, transitions, character models/movements clearly all had purpose, and intention. They all served the story in some way, when initially it doesn't appear that way. And what blew my mind was that, arguably, the best part of the game/story (where everything REALLY comes together for a fantastic conclusion) is hidden away in a secret ending!! Ballsy move for sure, but holy hell is the secret ending SO good! This is genuinely one of the best experiences I've had playing a game. Amazing job!
For anyone wanting to play this, I recommend doing a normal playthrough spoiler-free (maybe takes about 2 hours), and then speedrun your way to the secret ending (which can easily be done in maybe 15-20 min. Below will be spoilers on how to get the secret ending.
(SPOILER) HOW TO ACTIVATE SECRET ENDING
After your you've collected all the apples from the Orchard, do NOT talk to you mother as she's instructed you to. Instead, head back inside the house (with the basket of apples), and place them on your father's record played in the living room. That's it! Enjoy the greatest part of the game/story!
I don't know if it's just my PC, but this game is highly unoptimized. I'm rockin an RTX 3080, and this game still runs like sludge. I only played for about 20 min, and had to stop bc the framerate was so bad that it just ruined the experience for me.