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JoacoN
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Thank for the feedback!
I got a lot of streamers telling me the same about guiding the player, which is why im going to make big changes in the next major update following 0.5 (0.6)Im already planning for a tutorial, an intro, an ingame tool for guidance and a reworked guides system that can be accesed ingame.
Got a lot of feedback about making enemy feedback better, so that's something im already working on (hitmarkers, enemy hurt sounds, etc...)
I will also try to to make guiding players better (by adding an intro, a tutorial, and a revamped guides system on the coming 0.6)
I appreciate your feedback a lot! Though music will take time because my musician is currently on university so we were having problems (0.4 and 0.5 were supposed to have a lot of new music pieces, but that part of development fell through).
Thank you for playing the game!
Yea this was more like a little test experience rather than a full game, I do plan to make another VN with a similar art style in the medium term, being a LOT longer and having choices and maybe some small logic puzzles, so it's nice to see you liked the visuals and writing!
Es una idea interesante, pero creo que hay muchos errores los cuales hacen que fundamentalmente no sea muy divertido.
El primero son la cámara y el movimiento, el personaje se mueve de una manera como si estuviera snapeandose a puntos en el escenario en lugar de moverse libremente, además de que se siente un poco tosco. Mientras tanto, la cámara tiene demasiado zoom lo cuál hace que esconda elementos importantes fuera de esta (ej: el pozo cerca del principio)
Otro problema es que un par de los momentos se bugearon y los pase usando solamente 1 o 2 habilidades, además una pared invisible en una parte la cuál bloqueaba el paso sin mucho sentido.
Diría que si se pudieran arreglar esos problemas ya subiria mucho la cálidad del juego,
Hey hi!
https://joacon.itch.io/waythed-2/devlog/537026/waythed-2-111-unexpected-update
Just launched an update adding audio feedback when jumping, you can enable it by pressing "jump indicators" in the options menu.
And ye the lack of original music comes from not being good at making music and my musician not being free rn.
The story was incredibly cheesy, the dialogue weird and the gameplay janky, but I loved it so fucking much lmao, it was really awesome cause it really felt like some strange alien interpretation of earth, with a really small house, giant forests, the way scaling worked like, how the aliens thought you wouldn't see them if they would stay inmovile, etc...
I think it constantly walks the line of horror and parody, with sections that were really scary but then things like how unintentionally funny the dialogue was at times and some strange level design ideas (like why is there a fixed camera section near the start but nowhere else?)
The core design and idea is really good, with a nice execution but that can have really massive improvement:
- Make the flashlight centered, increase the range, reduce the brightness and remove the model (the hand isn't holding it so I think it wouldn't ruin inmersion) this would make it feel better to use, not as janky and would make the enviroments scarier cause you wouldn't be able to make them superbright.
- Remove the fixed camera section and make it so the next times you go through the initial area the tutorial messages don't appear.
- Make the items in the cornfield glowy (just like how you did with the keychain), increase the time before going insane, and maybe an extra challenge could be good? (like having to avoid a special alien or something).
- Add a little bit more variation to the corn and forest zones.
- Make the textures a little more rough, less glossy.
And I think thats all, the overall structure is good, just needs polish and quality of life changes. Great experience.
It's really unique and fun. The designs are all comical which really compliment the light tone of the game.
My only issue is that the combat is very easy and theres not that much depth to it, apart from enemies endurance and special effects (like snails slowness)
I would say the combat is the part needing most work and a lot of rebalancing, because everything else is perfectly fine as it is.
Good work
The game is really fun, frantic and energetic. Shooting and the sound effects are incredibly satisying with how many bullets are fired in quick succession, combined with the fast enemies and open combat arenas with non linear progression makes the pace pretty quick.
Overall, I really like it, but there are a couple things I would recommend.
- Add more sound effects, I think the current ones are perfect, but even more would make it even better (sounds for enemies spawning, making voice lines that can play during combat, more mechanical sounds for the ships, sound for explosions, etc...)
- Idk if its a bug? but after a while there was no music in combat, which made it feel a little less hype, I think adding some electronic or rock music would be great.
- Make the player's shield green, sometimes I get lost and because enemy shields are the same color it takes a couple extra seconds to find it.
Eyy thanks a lot!
Waythed 3 is going to have a little more lore, if you play the first game its more apparent the context of the story (you are a tiny piece of data in a corrupted PC grid, and you have to find the virus and turn the PC off) I didnt write a story for waythed 2, but you are still a piece of data, I should have added more context :p
Atmosphere and Story:
- The atmosphere was really well done through the entire runtime, especially the first sections of the industrial area, a lot of the scares worked effectivly (fallen body, rat coming out of body's head, etc...) and the general sense of dreadness was ever present. The story was pretty clear from the start, but the intrigue comes from how did we arrive to this situation and what is happening on the outside world, combined with the fantastical anomalous elements makes for a really strong mistery and makes the plot constantly move forward, not wasting time and every area having at least a degree of importance. The personality of the protagonist was also very funny and helped release some of this tension, especially the moments when it got anxious and would move rapidly from one place to another. The only thing that kinda kills the atmosphere are the fullbright combat backgrounds, I think adding a vignette effect or lighting to these backgrounds would inmensely help them feel more connected to the overworld gameplay
Exploration:
- The objectives and path to follow were a little bit obtuse at the start, but after figuring how to get the HUD modification and getting access to the first explosive it was all smooth sailing, with tons of clear backtracking and some really satisfying even if simple puzzles.
Graphics / Music / Audio:
- The pixel art in display here is nothing short of amazing, everything combines perfectly and really delivers the horror style the game was striving for, with lots of creepy areas and scares with the clever use of audio cues and small pixel animations. The only thing that feels out of place are some of the combat sounds, which again makes it feel more disconnected from the overworld. I would suggest making them a little bit more metalic-robotic like, cause they feel a little too gamey right now.
Gameplay and Combat:
- Gameplay was pretty simple but functional and wasn't really the main focus for a big part of the experience, but the controls still felt very good to use and the collisions of the background items felt concise, as it was always clear were you could pass through boxes. The combat is kinda rough but fun, needs more polishing to make it the same level as the main overworld but is already on its way to be even better.
Thing I really liked but probably a lot of people didn't notice:
- The wet footsteps after going through a poodle.
- How every container has a different animation for scavanging scraps and other items.
- The little pieces of characterisation for the MC which can be pretty subtle.
- How you can interact with every small piece of the enviroment even if they don't work (like lightswitches).
Things that would improve the game:
- Combat polish, a little more guidance for early objectives, adding some extra variants of boxes so they don't repeat so much.
Bugs:
- The Lurker in the chase scene can grab you the moment it spawns.
Yes I know the use of assets is randomized, but I meant that I think the narrative would benefit from at least a couple of unique assets to compliment it, and about the mechanics, well I was expecting something that helps making the game stronger, most RPG Maker based games that are focused in narrative and exploration of themes (misao, yumme niki, the sandman, off, the hanged man, etc...) have something unique to them which grabs the player in (like off's strange gameplay, misao's puzzle, yumme niki's analysis of the enviroment, etc...)
oh no no, the "not breaking tone" was a compliment, I played lots of games with absurd elements that constantly scream to the player "isnt it wacky and quirky these silly characters are trying to have a serious story"
My comment was a compliment at how you managed to create a really consistent tone and atmosphere without making any of the elements feeling out of place, I didnt explain it very well in my comment.
There are a lot of places were the graphics feel pretty unpolished (especially the boxes with text that aren't used for dialogue), and the scaling seems like a mobile problem (I played the game through my phone).
I think the prologue is fine, but theres a lot of times were the characters say very few worlds per dialogue box, around 1-3, so it feels more like filler space, which is why I would recommend combining some of these dialogue boxes







