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k0cc4

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A member registered Jul 29, 2019 · View creator page →

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Thanks for the feedback! We fully agree -- there was discussions on adding colliders to the guests, adding more disasters, etc. There already is a more difficult version waiting to be uploaded after the voting ends 😁

Hi Lumpfriend,

You are absolutely right -- we have a version which is a bit more balanced, but we cannot update it while voting is in progress :D

That's quite strange -- I just tried it on a laptop with a Quadro T2000 at 4K and still got really smooth gameplay -- so a 1050TI should definitely be able to handle it. It might've run it off the integrated card, or you might be running outdated video drivers -- you're welcome to try again, but we will understand either way :)

Hey AMEiDoX,

Sorry to hear about the poor performance. We are not really sure what the hardware requirements are for the game, it ran fine (60+) on a laptop with a 1060 and an i5, so mid-tier hardware should be able to handle it just fine.

With that said, there's plenty of lights which are entirely unoptimized, so it could be that is what's causing the lag on lower end hardware.

You can't actually interact with objects unless it's through the loupe :D

Also the interact button is F :)

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Hey,

The Mac game is untested, but it should work regardless, the objective is to interact with all the items in the forest once, but I am not sure it works as intended.

You should be given this info when you first interact with the book.

Hey Mika,

Thanks for the feedback!


The terrain issue stems from the way we implemented the islands -- with a vertex shader and no codebehind to handle proper collisions (just large spheres which don't respect the shape).


We were a bit short on time, so theres no endgame, but we had big ideas of a boss fight near the last island :)

It is :)

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Thanks!


Although it should be said that the water came from the Gaia asset package from the store, although it was severely modified to work well with our shaders and get the effect we wanted -- the main thing we did is the dither and outline shaders, along with a few more things ;)

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Thanks!


Everything is done with post processing. The outline, and the dither. The shader looks at depth difference between pixels, and if it is large enough, it makes the pixel black, in addition to this, we also outline pixels based on normal difference, as well as luma difference. We are not using LWRP since the depth-normals map is not supported for this renderer.

Thanks! We worked a lot on shaders!

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Hey thanks!

Not much time to work on this these days, I imagine it might receive a small update to fix up loose ends and get a background over the weekend.

If you've fallen into a hole, it should be possible to just jump up and hit the transition (there should be a safety net below it), but I've not had much time to playtest all the scenarios as some of the levels were made at the very end :D