Incredible, really interesting!
Remember to rest or even delay the launch if necessary for your wellbeing.
Take care :)
Manuel Rincón
Creator of
Recent community posts
Thank you for the answer. I will not use the tool on the short term, but wanted to have a look as I am pretty obsessed with Dungeon Crawling and "specialized" game engines.
It's great to know what you're thinking and how you intend to use the tool. Keep exploring and don't hesitate to ask if you have any more questions!
Yeah, as I work making UI implementations in Unity, UI customization was one of my first thoughts. Every developer has his/her own inside world. I am very impressed and happy with the idea of making workarounds using different rooms/pages (interestig system), that brings possibilities to make some "unintended" features.
Resolution: The internal resolution of the tool, within the game's scope, was defined to optimize the functioning of the dungeons generated by the Design Scene and the movement effects when walking through the scenario. Furthermore, maintaining a smaller standard ensures good framing across many different screen resolutions
I didn't notice that players can do that. So said background is also customizable?
Keep up the good work! I hope you get more feedback and sales soon.
Super interesting tool! I see myself using it in a future for a hobby project or a game jam, but I think it also suits perfect for a more complex project.
Also, I wonder how buttons work. How can you edit them? I see you can change the background, but I wonder how you can manipulate the hover states and so (if possible). Only 4 buttons per menu, right?
Last question, the Resolution will stay like that, right? No problem with it, just wondering.
Awesome work!
- Super well executed game with very consistent artsyle. Well thatt was scary. The asylum was very well made and totally believable. The creatures were simple but scary enough, and the flashlight mechanic was smart.
- The enemies felt so pushing when I wasn't fast enough, and that was great. It made them look much more dangerous.
- The tutorials and interations where super clean and gave me the feeling of a big scale game. Those felt super polished.
- My biggest complain was with the resource management:
I would say, also, there were plenty of resources, specially for flashlight. I wasn't sure if I had to economize the batery until I started finding batteries everywhere. One of the most scary thing was inspecting the corners of a room using the flashlight, expecting something to appear and go after you. I would be a more stressful moment if I felt like using too much in the flashlight (and so, wasting it), but I've never been below 5000 battery life. - On the other hand, I thought it would be the same for ammo, and I totally wasted it in areas that was absolutely pointless, and then I was wishing I saved them for a better ocasion, but mistakes were made, and that impotence is awesome for this kind of games. So really well done with that. Same with health. Awesome job with those
- Also, I'm kind of a slow reader, the custscenes's duration were too short. But there is no way to control that. I suggest to give a try to the visual novel mode of the engine, while using other images. But I understand that time was the one one who lead to that decision.
I said many things, but I feel satisfied whith what I've just played. The game was greatly executed.
Good job!