It was really ambitious that you guys went and created an entire mansion for the walking sim and it turned out really good to go through. The courtyard and majority of the first floor looked very detailed because of the wallpaper and ceiling tiles used. But once we get to the laundry room and kitchen, I couldn't tell if the wall was intentionally like that or there was a missing texture or not. The door that is set around the red wooded wall also doesn't seem to be UV properly. The scaling between the first floor and second floor prop also seems off where the second floor everything seems to be a lot bigger than they are suppose to. I do really like wandering through the area though and seeing how you guys set up the rooms in a mansion and how they are connected. Over all it was well done!
Knguyen02
Creator of
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Really like what sounds like a whale constantly looping in the background to bring you back to the idea that you are underwater. Lighting was really good as well as how they guide you through the catacomb area. The idea that every fail option that could soft lock the player would just bring them back to the starting hatch. Like the idea that the fail option kicks you back out into the open ocean so you just re-enter through the same path is really nice. Issue I found was the right side of the cathedral starting area is missing a collision box or just a window plane? The player could walk out to the ocean there and slip underneath the level. Other than that the walking sim looks very good.
The tone of the setting is really well done with a lot of area being very memorable to me. The spiral hallway was great seeing how you guys made that. The room to the left of the spiral hallway was probable my favorite with how all the floating desk and paper. The fog also help gave the impression that, that room had no ceiling and that it could just be endless void up there. I do wish the teleporter could had been something that ties to the ritual instead of just being a grey disc on the floor. Could've made it a smaller ritual circle or something mystical so that it doesn't look out of place.
I really like how big the area is and how they connect to each other does feel like you are wandering around a high school. There are some collision issue with the door immediately to your left of the starting area having none, so the player can walk out of the building and wander around or just fall off the level. There is also an open doorway leading to a room but the player could not go through the door itself. Not sure if the door collider is too small or is covering the door itself. Overall really like the feel of walking around the corridor.



