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machinescreen
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This is a cool concept and I really like the atmosphere and vibe. The shader is also great. However the mini-games feel like completing captchas and get tiresome fairly quickly. I think there needs to be some other hook to motivate the player to continue, especially to a goal of 50! It also seems like there's some sort of problem with the mouse capture as there are hard stops when turning which I assume is the cursor reaching the edges of the screen.
Great game. I really like the low poly textureless aesthetic and the music is excellent. The game is suitably tense and the whole thing seems very solid. Couple of minor control quibbles - I wish Sneak was a toggle and I kept trying to press E again to put down a note I was reading but that doesn't do anything.
This looks great and the sounds, music and VA work well. This introduction to the story seems solid and there's some intriguing hooks into a wider story which is cool. The only thing I'm not sure about is having no choice in killing Claire - I know there is a line that gives a motivation but that doesn't feel like it's enough to me and comes across a bit psychopathic.
I like the aesthetic and overall vibe of this game. The mechanics are solid and it's pretty engaging with an interesting story. I wonder whether there should be some sort of highlight on interactable objects in the scene when you mouse over them. I'm also unsure whether the walking around part is even neccessary as it doesn't seem to add anything - maybe you could just click to move to the different scenes.
A psychological horror walking simulator preoccupied with monotony and infinity. Takes around 10 minutes to play.
https://machinescreen.itch.io/the-waiting-rooms


THERE'S SOMETHING TERRIBLE LOOSE IN THE FACILITY. REACTIVATE THE ELEVATOR AND RIDE IT TO THE SURFACE WHILST AVOIDING THE CREATURE.
Dark Facility is a combination of classic grid-based dungeon crawler and survival horror, in particular stalker horror-style games. Explore the facility, collect keycards and use control consoles to enable your escape. Use the map to track the hostile creature's location and, whilst you cannot kill it, you can sprint to escape its clutches.
Play in browser now: https://machinescreen.itch.io/dark-facility

This is a cool game that I enjoyed playing even though I don't seem to be very good at it! I don't think I've ever played an anomaly hunt game but I'm aware of the concept and this seems like a great mash-up of the genres, especially with the corporate themeing. I love the aesthetic, particularly the colour choices, and the sound and music work well. The mini-game is fine but maybe it could integrated into the world better somehow.
Sometimes the camera can end up inside objects - I noticed this specifically with the water cooler. Pressing the key to open doors seems to be unreliable, sometimes the first time I press the key it doesn't seem to be registered and then I need to press it again. Also I wish there was a v-sync option as I experienced some tearing.
Great game and a cool genre-mashup (I have too many hours in Vampire Survivors...). The crawl gameplay was excellent and I really like the 3D pixel art. I enjoyed the chicken voice acting.
The Survivors gameplay was okay but I think there's some things missing. It should show the time remaining and how many kills before the next upgrade. It's also possible to kill all the monsters before the timer runs out and then you're standing around with nothing to do, potentially for quite a while. Either the sequence should end or monsters should be infinite. One time I also seemed to encounter a bug where a battle sequence never ended and I had to restart.
Really enjoyed this overall. I guess I'm not so great at finding the crystals though - I only got 5.
Excellent game. It looks great (though part of me did wish for a little more resolution - it felt like a LOWREZJAM game, especially with the 1:1 aspect ratio), sounds great and I enjoyed the puzzle-style gameplay.
I noticed it's possible to leave the first room without the spacesuit - I understood what was happening but that could confuse players. Also it's annoying that the chicken blocks your movement, especially when it stands in the doorway for a while! The only other thing I wished for was the ability to look around - I think it would have helped with some of the puzzles and generally taking in the atmosphere.
Thanks for playing and for the video.
Playing on hard-mode without using the map! Yeah, the normal movement speed has been increased a bit in the post-jam version as it wasn't initially intended to be quite that slow.
You're not the first to mention that it's not super clear what needs doing, I'm currently mulling over what can be done about that without it being too spoonfed.
Thanks for playing and for the video! It was especially useful to hear your thought process throughout so thanks for including that.
It's good to know it can be completed without using sprint. Really the sprint is intended to be used to escape the monster if it sees you (you can sprint slightly quicker than the monster can run) so it's not essential if you can successfully avoid the monster. I don't know whether sprinting makes the game easier per-se but you can probably play less carefully if using it and, of course, if you use it outside of encounters it generally speeds up the game as you're able to explore quicker.
I'll have a think about the to-do list but my initial instinct is that will make it too frictionless and might decrease the tension. It was the intention that you don't know much until you explore and part of me quite likes that it's possible to think you can escape but you can't. On the other hand I can see how it could be frustrating. I guess if players always went to the elevator first it's alleviated because it tells you it needs power and a keycard. However I'm unsure how to encourage that to happen.
Thanks for playing and for the video!
Ah, I actually hadn't thought about the fact someone might assume the keycards were colour coded - it would definitely make more sense if they were red! I can sort that in the post-jam version.
Yeah, I've sped up the turning in the post-jam version. With regards to accidentally turning too many times, I'm unsure why that be. Holding the key doesn't work with turning so pressing once and holding will only ever turn you 90 degrees. The only thing I can think is that it's to do with the fact that it queues up (a maximum of two) inputs so you're able to tap a turn key twice and do a continuous 180 degree turn. The queue system also means once a turn is initiated you can queue up another. So, for example, I guess it's possible to quickly tap twice and initiate a 180 degree turn (either by accident or design), part way through that turn think you need to tap again to continue the turn and then you would have turned a total of 270 degrees.
I think you're right that the pacing can suffer once the shutter is open. Opening it has the unfortunate effect of suddenly almost doubling the size of the level and so naturally the monster is less likely to be on top of you as much. A lot of horror games are heavily scripted but that doesn't happen here so, while it has the advantage of the monster being more unpredictable, it's perfectly possible to have a very quiet sprint to the elevator. There is some stuff I could tweak though with the monster to at least encourage it to keep the pressure up more towards the end.
Thanks for playing and for the video! Always super useful to watch people playing. I hope the lack of audio isn't a problem on my end.
Yeah, so, whether conciously or not, running away has definitely not been designed with strafing in mind. Whenever I'm playing the game and need to run away I never strafe, I always rotate. Rotating does also make you vulnerable but I've just run the numbers now and it is indeed slightly quicker to rotate twice and sprint between the rotations than to strafe. The difference is increased when you take into account how the monster moves as he can start moving to a tile as soon as you've started to move off it. So when you start strafing the tile you're leaving is immediately available for the monster to occupy and he could be much closer to you.
I definitely think I should try and make rotating and strafing around obstacles equally viable in the post-jam version. The normal speed has already been increased in the post-jam version which has probably closed the gap a bit. To fully close it maybe it's as simple as allowing sprinting to slightly increase the strafe speed.
I actually thought I'd fixed the monster not being able to kill you if you just keep going at the normal speed but it looks like there are still circumstances where it struggles in this build. This is definitely (hopefully!) fixed in the post-jam version, mostly by speeding up his attacks.
It make sense to me that tapping sprint would increase your average speed but I also don't know how effective that is as a strategy.
Thanks for playing! Yeah, I'm torn about the creature's location being on the map. I like the planning element it introduces - 'the creature's over near that room so I'll explore this other one first' or 'it's coming this way, I need to find an escape route' but it does decrease the tension somewhat and is probably less horror-y.
It plays great, it looks great, it sounds great. This is basically a commercial-level game. I particularly enjoyed the hats and the unexpected asteroid avoidance mini-game. My only nitpick is that I wish passing by characters when they can't move out of the way felt smoother. Currently the camera seems to just clip through their sprite - maybe they could fade out when the camera is very close to them or something. It's literally the only thing I noticed that didn't feel super polished. Oh, and civilian only has one 'L'.
Cool game. I like the aesthetic and the card combat mechanic works well. The terminals are also a cool addition. As others have mentioned it's unfortunate when turning that the camera seems to clip into the wall behind it. I missed there being a sound when picking up a card. I also seemed to encounter an issue where I couldn't move - WASD seemed unresponsive but everything else still worked fine so the game hadn't crashed.
Thanks for playing! Interesting that you think the sprint could be slower. Unfortunately I can't immediately think of a way to increase the walk speed but decrease the sprint speed because of how it all mechanically works together. The player needs to be able to sprint a bit faster than the monster can run so you're able to get away, the monster in turn needs to be able to run significantly quicker than the player can walk so that he's able to easily kill you if you've run out of stamina. Head bob and player footsteps were on the list for the last day but alas I didn't have time.
With regards to visual variety yes and no. I like the fact it can have a labyrinthine 'all these corridors look the same' feel but it's probably not great if players need to entirely rely on the map for navigation. I did originally plan to include some props to break up the environment a bit (again I ran out of time) and I guess they might have helped with locating yourself.
Yeah, I did consider having an instant game over the first time the monster catches you but I figured that it might be super frustrating, especially if you were near completion. So I included the personal protection device as a one-time 'have another chance' mechanic. It's not mentioned before it happens so I figured it shouldn't reduce the tension a player would feel (at least on their first playthrough of course).
Thanks for playing! Yeah, the base speed was originally a third faster than what it is now. However near the end of development I realised there was an issue where if you just kept moving at the base speed the monster would have great difficulty in attacking you (due to it pausing to run its attack animation). I tried various things to fix it but decided that the thing that had the potential for least repercussions elsewhere (especially as I was running out of time!) was the player's movement speed. Given more time there is probably a better of way of fixing this which would allow for a faster base speed and I'll definitely see if I can do something for a post jam update.