Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MasterQuentus

5
Posts
1
Topics
A member registered May 18, 2023

Recent community posts

👣 The Definitive Critical Path (All Maps Integrated)

Phase 1: The Flooded Arrival

The Hub: Enter the Great Hall (1F). The Grand Staircase is impassable, and the floor is flooded, preventing access to the East Oak Tonc.

The Basement Descent: Move West to the Tidrary (Library) (1F) to find the Basement Key.

The Sump Pump: Enter the Sub-Basement Tunnels and reach the Pomp Room. Flip the Sump Pump Switch to activate the first bit of Hydraulic Logic, which drains the Winch Kitece (Kitchen) Room upstairs.

The Winch Handle: Enter the now-accessible Kitchen to retrieve the Winch Handle.

Phase 2: The Whispering Archives & Attic Search

The Attic Climb: Use the Winch Handle in the Attic Corner to lower the ladder.

Pitch-Black Exploration: In the Servant’s Quarters (Attic), use your Lantern Battery to navigate the darkness and find the Music Box Cylinder.

The Resonance Code: Go to the Tidrary Shety Room (Attic) and drop a Phosphorescent Flare down the "Listening Pipes". This illuminates a 3-digit code on the floor of the Doke Dhonst (Drowned Study) in the basement.

The Clock Puzzle: Proceed to the Grand Lidroary (2F). Use the gear found in The Caretaker’s & Pumphouse to fix the grandfather clock and receive the Minute Hand (Barnacle Key).

Phase 3: The Mechanical Shift & Item Fusion

Tide Clock Activation: Use the Barnacle Key to enter the Boler (Boiler) Room (B1). This starts the Dynamic Flooding timer.

The Tideglass Discovery: Use the Tideglass in the Siren’s Grotto (B1) during "High Tide" to see floating platforms that lead to the Corroded Lever.

Item Fusion:

Find Industrial Grease on the workbench in the Caretaker’s & Pumphouse.

Combine the Corroded Lever and Grease in the Guest Sontes (Safe Room) (1F) to create the Working Mechanism.

The East Wing: Use the Working Mechanism to drain the steam in the East Oak Tonc hallway. Enter the room to place the Sapphire Eye into the taxidermy beast to get the Quill Key.

Phase 4: The Grand Ballroom Finale

Upper Access: Use the Quill Key to open the Private Study and the Grand Ballroom.

The Hydraulic Music Box: Install the Cylinder (from the Attic) and the Burst Gasket (found in the Pumphouse yard).

The Spectral Solution: Activate the music box and use the Tideglass on the Observation Deck to see the spectral sequence of valves that must be turned in the Pomp Room to perfectly harmonize the pipes.

The Ending: As you head toward the Grand Ballroom Skylight for extraction, your Tideglass cracks, merging the past and present for the final boss fight.

Lantern Battery found in servents quarters (Attic) purposes Lights up the Sub-Basement Tunnels.

Mercury Switch found in Drowned Study (Basement) Powers the Servict Liit (Service Lift).

Archive Handgun found in Great Hall (1F) Initial defense.

Riot Shotgun found in East Oak Tonc (1F) Heavy defense (Requires Crest Key).

🕯️ MANOR BELOW: THE REVISED DESIGN (VERSION 3.0)

⚙️ CORE SYSTEMS & MECHANICS

1. The Interconnected Hub & The Hydraulic Loop

The Vertical Hub: The Great Hall (1F) now connects directly to the Flooded Grotto (B1) via a hidden service lift and drainage grates.

Hydraulic Logic: Activating pumps in the tunnels physically alters the Manor. For example, draining the Boiler Room (B1) clears the steam blocking the East Wing Hallway (1F).

2. Tactical Inventory & Item Fusion

Cross-Zone Fusing: You will find the Corroded Lever in the Manor, but the Industrial Grease is hidden in the Tunnels. You must carry both to a Safe Room to combine them into the Working Mechanism needed to open the Sea Gate.

3. The Tideglass & The Echoes

Past & Present Interaction: Use the Tideglass in the Tunnels to see where the water level used to be, revealing hidden dry-paths or lockers that are now submerged in the present.

🔑 EXPANDED GAMEPLAY: THE VERTICAL DESCENT

PHASE 1: THE ARRIVAL (Establishing the Link)

The Barrier: The Grand Staircase is out. To fix it, you need the Winch Handle from the Servant's Quarters, but the floor is flooded.

The Shortcut: You must find the Basement Key, descend into the damp Tunnels, and flip the Sump Pump Switch. This drains the Kitchen floor above, allowing you to grab the Handle.

PHASE 2: THE WHISPER (The Pressure Puzzles)

The Resonance Chambers: You find "Listening Pipes" in the Library. Dropping a Phosphorescent Flare down the pipe illuminates a secret code on the floor of the Tunnels far below, which you must go down and retrieve later.

The Stalker Logic: The Siren now moves between floors. If you hear the hum in the pipes, she is in the Tunnels. If you hear it in the floorboards, she is in the Manor.

PHASE 3: THE DESCENT (The Mechanical Shift)

Dynamic Flooding: The "Tide Clock" begins. The Tunnels fill and empty every 10 minutes.

The Secret Places: When the tide is Low, you can reach the Drowned Study in the tunnels to find the Mercury Switch. When the tide is High, you can float a wooden crate to reach a high-up crawlspace that leads back into the Manor’s Hidden Gallery.

🧩 FEATURED PUZZLE: THE HYDRAULIC MUSIC BOX

To enter the "Siren’s Room," the Gallery's music box needs more than just parts; it needs Water Pressure.

Find the Cylinder: Located in the pitch-black Attic (requires Lantern Battery).

Repair the Pipes: You must descend into the Tunnels to replace a Burst Gasket (found in the Manor’s Greenhouse).

The Solution: Once the water is pumping, the music box plays. Use the Tideglass to see Lady Eleanor’s spectral fingers adjusting the pressure valves in the correct sequence to harmonize with the Siren's song.

🕯️ THE ENDING (ACT I REVISITED)

As you reach the deepest Tunnel chamber, your Tideglass cracks. You look through the shards. The past and present merge—you see yourself standing in the Manor's Great Hall, but the Siren is standing right behind you in the Tunnel.

Voiceover (The Siren):

"I've heard your heart beating since the gate opened, Jonathan. It sounds... like a drum... calling the tide."

🔫 The Expanded Arsenal (7 Weapons)

The Archive Handgun (9mm): Reliable, found early. Best for "staggering" enemies so you can run past.

The Riot Shotgun: Found in the East Oak security room. Essential for "The Drowned" when they get too close.

The Magnum Revolver: Found in the Master Suite. Massive damage, but you’ll likely find less than 12 bullets in the entire game.

The Incendiary Crossbow: Uses "Item Fusion." You find the frame in the Library and the "Alchemist's Fuel" in the Grotto. Great for burning away Siren webbing.

The Flare Gun: Strategic. Blinds enemies and lights up the Sub-Basement Tunnels.

The Grenade Launcher: Found in the Arcane Study. Can swap between Acid Rounds (for armored mythical beasts) and Electric Rounds (highly effective in water).

The Anti-Siren Harpoon: A slow, single-shot weapon found near the Pomp Room. The only thing that can truly stun the Siren.

🧜‍♂️ Enemies to Defend Against

Since you have a mythical/archives theme, your enemies should represent the "corruption" the Siren brings from the depths into the manor.

1. The Drowned (Common Enemy)

These are the "zombies" of your game—former residents or researchers who have succumbed to the flood.

Behavior: They hide in the "Dynamic Flooding" zones. When the tide is high, they float and move faster; when it's low, they are sluggish and crawl through the mud.

Threat: They grab the player to slow them down, making them easy prey for the Siren.

2. Barnacle-Clad Echoes

Representing the "Past & Present Interaction", these creatures are only visible through the Tideglass.

Behavior: They are stationary hazards. If you walk through them without checking your Tideglass, they "latch" on, draining your health or making your heartbeat louder (which attracts the Siren).

3. The "Hushers" (Flying/Ceiling Threat)

Found in the Pitch-black Attic or High-up Crawlspaces.

Behavior: They react exclusively to sound. If you fire a gun, they swoop down from the rafters.

Combat: You have to use the "Lantern Battery" to blind them before firing, or they will dodge your shots.

4. The Siren (The Stalker)

The main threat that moves between floors.

Behavior: You cannot "kill" her with guns during the main game. If you shoot her, she simply retreats into the "Listening Pipes" or the floorboards, only to emerge somewhere else later.

Defensive Use: Shooting her should only be a way to buy 30 seconds of escape time.

🛠️ Tactical Integration

Since your game features Item Fusion and Hydraulic Logic, guns can also be part of the puzzles:

The Pressure Valve Shot: You might need to fire a precise shot at a "Burst Gasket" in the Tunnels to temporarily vent steam and trap a pursuing enemy.

Signal for Help: Use the Flare Gun on the Roof during the finale to trigger the ending sequence.

📜 Bestiary: The Whitcroft Archives

Here is a balancing guide for your creatures.

Note: "Stagger" refers to how many shots it takes to make the enemy flinch so you can run past.

The Drowned 100 HP Low Shotgun / Fire 2 Handgun shots

Barnacle-Echo 50 HP Drain Tideglass Light 1 Flare

Hushers 80 HP Med Flashlight / Pistol 3 Handgun shots

Siren (Stalker) ∞ HP High Harpoon / Electricity 1 Harpoon / 1 Acid Round

The Archive-Worm 250 HP High Fire / Acid 2 Shotgun Blasts

👾 Enemy Descriptions & Behavior

The Drowned (Common): Sluggish on land, but if they pull you into a flooded room (like the Siren's Grotto), they become 2x faster.

RE Logic: They "play dead" in the mud.

Hushers (Ceiling Threat): Found in the Attic. They look like emaciated humans with no eyes and bat-like ears.

Strategy: If you walk (don't run), they won't hear you. If you fire a gun, the whole room wakes up.

The Archive-Worm (Mini-Boss): A massive, multi-segmented creature made of old parchment and slime. It blocks narrow hallways.

Strategy: You must use the Incendiary Crossbow to burn its paper "skin" before you can damage its core.

The Siren (The Main Threat): She doesn't just bite; she sings.

Effect: When you are near her, your screen distorts (like RE3's Nemesis or RE2's Mr. X). Her song causes the "Tide" to rise instantly, potentially flooding the room you are in.

💣 Tactical Throwables & Sub-Weapons

Flash Powder Flask: Found in the Library. It doesn't kill, but it perfectly counters the Hushers (who have sensitive hearing/eyes) and stuns the Siren for a quick getaway.

Salt-Glass Grenade: Specialized for the Whitcroft Archives. The glass shards are coated in purified salt. It deals massive "corrosive" damage to mythical sea-creatures and The Drowned.

Concussion Mine: You can plant these in the narrow Sub-Basement Tunnels. If the Siren is chasing you, she'll trigger it, giving you a massive head start.

The "Ink" Bomb: A mythical item. It creates a cloud of magical "Archive Ink" that blinds enemies and masks your scent/heartbeat, making you invisible to the Siren for 10 seconds.

Barnacle key found in Siren's Grotto unlocks boiler room and sub basement tunnels

Quill key found in library unlocks grand library and private study

Crest key found in master bed chamber unlockes the east oak tonc security room and the winch kitece room

Wrench key found in caretakers and pump house unlocks pomp room and servevice lift

To give it that RE2 Remake feel, players can "Examine" the keys in their inventory to find hidden clues:

The Barnacle Key: Rotating the key reveals a small dial on the base. Setting the dial to the "High Tide" icon (found on a mural in the Grotto) extends the teeth of the key so it fits the Boler Room lock.

The Quill Key: Looking at the "feather" tip reveals it is actually a fountain pen nib. If the player "Uses" it on the Inkwell in the Library Hall, the key absorbs ink and reveals a 3-digit code for the safe in the Private Study.

The Crest Key: Examining the back of the gold seal shows a small missing gemstone. The player must find the "Siren's Tear" (a blue gem) in the Observation Deck and slot it in to make the key work.

🛠️ The "Great Hall" Shortcut

Later in the game, once the player has the Wrench Key, they can unlock a floor grate in the Great Hall. This allows them to drop directly into the Pomp Room or Siren's Grotto without having to run through the dangerous side-hallways where the Siren might be stalking them.

1. The Minute Hand (The Barnacle Key)

Location: Found in the Grand Library (2F).

The Puzzle: There is a grandfather clock in the corner that is stuck at 11:55. You must find the Small Gear in the Caretaker's & Pumphouse and install it into the clock's mechanism.

The Result: The clock chimes, and the Minute Hand (which is actually the Barnacle Key) falls off into the player's hands.

2. The Taxidermy Eye (The Quill Key)

Location: Found in the East Oak Tonc (1F).

The Puzzle: There is a stuffed "Mythic Sea Beast" mounted on the wall. One of its glass eyes is missing. You find the Sapphire Eye hidden inside a hollowed-out book in the Tidrary (Library).

The Result: Placing the eye causes the beast's mouth to hinge open, revealing the Quill Key inside its throat.

3. The Music Box Cylinder (The Crest Key)

Location: Found in the Grand Ballroom (2F).

The Puzzle: A large, ornate music box sits on a table. It is missing its song cylinder. You find the Cylinder submerged at the bottom of the Siren's Grotto (B1), only reachable once you use the Wrench Key to partially drain the water.

The Result: Once the music box plays "The Siren’s Lullaby," a hidden compartment in the base pops open containing the Crest Key.

4. The Statuette Base (The Wrench Key)

Location: Found in the Private Study (2F).

The Puzzle: There are two small statuettes of sirens on the desk. One is facing left, the other right. You must rotate them to face each other, mirroring a sketch found in the Map Room (B1).

The Result: The desk drawer clicks open. Inside is a heavy brass statuette base that, when examined and flipped over, reveals itself to be the handle of the Wrench Key.

I accepted it 

Hey Alessa, thanks for reaching out! I tried adding dlirio99 on Discord but it didn't find the user. Could you try adding my username instead? It's mquentus — looking forward to chatting!

(2 edits)

Hi everyone,

I am the Director and Lead Game Designer for . I am looking to partner with a >span class="Yjhzub" jsaction="" jscontroller="zYmgkd" data-sfc-root="c" jsuid="sXUJ2_1d" data-sfc-cb="" data-complete="true" data-processed="true" data-copy-service-computed-style="font-family: "Google Sans", Roboto, sans-serif; font-size: 18.4px; font-weight: 600; margin: 0px; text-decoration: none; border-bottom: 0px rgb(230, 232, 240);">Programmer and a 3D Artist / Art Director to build a polished, 10-minute vertical slice/demo for a survival-horror game heavily inspired by the Resident Evil 2 Remake, titled Whitcroft: Call of the Siren.

I have a fully completed, rock-solid Game Design Document (GDD) mapping out the layout, progression loops, keys, and mechanics. I am completely hands-on with the design, text-driven writing, and puzzle logic, but I need technical help to bring the art and code to life.

What We Need:

  • A Programmer: To handle player movement, inventory grid mechanics, the dynamic Tide Clock, and interactive doors/keys in Unreal Engine.
  • A 3D Artist / Art Director: To take complete charge of the visual direction, environment assembly, and aesthetic polish of the manor. (Utilizing and modifying realistic marketplace assets is completely welcome for this demo phase).
  • Sound and music 

Core Gameplay Features in the GDD:

  • Hydraulic Logic: Activating pumps physically drains areas of the manor to open new paths.
  • The Tide Clock: Dynamic flooding that changes enemy behaviors every 10 minutes.
  • The Tideglass: A key tool that lets players see past echoes to find hidden paths and solve environmental puzzles.
  • Classic Survival Horror: 7 strategic weapons, tight grid inventory management, item fusion, and traditional key-gated progression.

The Aesthetic:
A dark, atmospheric, realistic look focusing heavily on shadow, wet surfaces, and psychological tension. The story is completely text-driven (no voice actors needed), keeping a pure focus on sound design, art direction, and atmosphere. No AI generation will be used in this project.

The Goal:
Build a short, 10-minute polished demo representing the first area of the manor. We will use this prototype to launch a Steam store page, build wishlists, and establish our presence as a collaborative indie team.

If you love classic survival horror, mythic monsters, and want to completely control the visual or technical direction of an organized project, please reply here or DM me.