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Michael Grieshofer

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A member registered Feb 18, 2020 · View creator page →

Creator of

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There is a how to play section in the pause menu, it's the same menu as opening the inventory.
There should probably be some prompt that asks you to open it when the game begins automatically, you are right.
Thanks for the comment.

Thank you :D
Glad to know the mac version works.

You can drag and drop items with the left mouse button. Hope that helps :D

There is a button remapping feature, you can rebind it to something you find more comfortable.

You build a nice atmosphere and I like the monster design.
Also avoiding it has some nice strategy to it, with luring it out of the way by using the soul anchor.

Unfortunately I think the levels are a little too big and the main gameplay loop too simple. The levels got very vast and just took very long to complete, so I didn't have much motivation to keep doing it after the second level.
I like the upgrade system though, even if speed seems like the best option to me, I might be wrong tho.

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Yeah, some angles are a bit scuffed, with the time we had it was not possible to iron those out with playtesting unfortunately, we barely finished it in the last few hours.
Thank you for playing.

I'm glad you enjoyed it.

Thank you for playing. :)

Thank you for playing :D
Some of the angles could be chosen better, you are right. We had to rush some of the areas, so some locales feel a bit disorientating, especially the street I think.

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Thank you :D
I'm glad at least some people appreciate the camera style. 
I was expecting a lot of backlash for that.

I will definitely check out your game.

This was great.

I'm not much into visual novels, but this was able to hold my attention and kept me invested the whole way through. Great stuff considering it was done in a week.
The writing of the little audio tapes in the flashback scene was standing out to me in particular, had a lot of fun reading those.
There were a few things that I found a little distracting tho, mainly the way the story goes into a lot of different ideas and horror concepts from the main premise of the mass hallucinations, to the aliens and the clown story,  just for all of it, to not really be linked to the microchip thing as far as I can tell. I also think that the theory of the microchips came a little bit out of nowhere as well.

I only did one ending though so I might not have the full picture here. But anyway, this was a good read and I definitely enjoyed my time with it.

First of all I want to say that I really appreciate the monster designs and the art. The gore especially is really well done. The game sounds amazing as well, the gunplay feels very good and I like the item pickups.

I had a few issues with the progression though.
When starting the game doesn't tell you, that you have to activate the flashlight with F and I only figured that out after dying a few times due to running out of ammo while using the muzzle flash as a light source.

The other thing that I found really frustrating was the level design. It loops and twists all over the place, while looking the same very often. I found orientation really hard in this game and at some point I was completely lost only running along a wall and then I saw some floating triangles in the air and realized that I was out of bounds. At some point I must have gone through a corridor that just leads outside the level. I ran around aimlessly for a few more minutes and then the game just randomly booted me back to the main menu.
I guess that's the end ?

It would have been a lot more enjoyable if the level design was a bit tighter, maybe smaller even, with a clear and defined end goal.

The voice acting is actually reaaaallly good. I enjoyed that aspect of it a lot.
The rest is a little jank, the monster just popped out of nowhere and floated around a little bit after doing the mini game on the generator. Maybe some buildup would have been good. Also the scale of the models was a bit all over the place with the trees being tiny and the door really big.

Another thing, I think the title screen is great, it nails that look of  PS 1 survival horror stuff.

This game has incredibly fun movement, great feeling weapons, and a really cool aesthetic.
I like the main idea of having to flash the enemies, and then shooting the weak points, it is really fun.
Also the inclusion of the upgrade system is very cool.

However, I have a big issue with the visibility, it is very dark and enemies are incredibly quick, resulting in me getting hit out of nowhere a lot, without a chance to react in time. And combined with the low health this can be very frustrating. The darkness that comes when ringing the bell would probably work if the game was slower paced, but with the speed you are going for it just makes it more unfair.

I probably haven't seen all upgrades, so if there is one that helps with visibility than I haven't gotten it.

I like the art and music, and the general layout of the puzzle.
However I am too stupid to solve it, I know it has something to do with the last slide of the power point presentation but I can't seem to understand what exactly. Would love to give it another try if you could give a hint maybe.

I ran around the second room for a few minutes until I realized you can just go through the white door,

I like the monsters hanging from the air, the look cool.
The billboarding black blobs look less good, maybe some volumetric fog would have had the effect you were looking for.

Interesting blend of your typical adventure game with a first person perspective.
The puzzle was really straight forward, but I don't mind. Maybe it would have been cool to see the items you are currently holding on the screen somewhere.
Also the title menu reminded me of a powerpoint transition and that made me laugh.

Thanks for the comment,
you are right, the sound for the footsteps of the robot could have been mixed better and could have used some more pitch variation or something.
I actually tried to get 3d sound going but wasn't successful and with the limit on time I didn't want to spend all it researching that stuff.
As for the fixed camera, I guess it's just a preference thing, I get that not everyone will like the style of presentation, but at the same time, that was the idea from the very beginning for us, to make an old school, survival horror game, inspired by RE1 - 3.  So making an alternative control scheme was simply just not something we were interested in to begin with.




Absolutely agree, I knew this was an issue and I tried to do something about it with  the lanterns that show you where you can go, it's not much but it's what we had time for. UX for this was really rushed since we were short on time cause of the scope of the game, it's an area that could definitely be improved.

So I wasn't able to beat this, I tried for about 40 minutes but never found the thing I need to open the walls. I think the premise of a guy being stuck in a cave is neat and it absolutely feels claustrophobic. The itch page says the controls are supposed to not be intuitive, but I got used to them rather quickly. The real pain is the stamina system. I felt an desire to close the game every time my guy ran out and I had to wait, just listening to the panting noise. It gets annoying really fast. Is there a reason for the stamina bar ? Are there enemies later on, or is it just to limit how fast you can go ? If it's the latter maybe it would have been a better idea to cap the movement speed so you can't reach ultra sonic speed with spamming walk forward, which is the fastest way to move as far as I know.

Also I don't know what happens if the timer runs out, because I always got stuck and had to restart before it ran out.
Overall I would say it has a nice atmosphere, interesting movement, and funny faces. Didn't like the waiting around and listening to breathing sound though.

Thank you :D

I'm currently watching the vod of the stream you did. You sure were dying a lot. :D

Thanks for the flowery comment.
About the scarf physics, they are rather simple. It is just a trail that starts from an origin point that interpolates between two position on the y axis to give the illusion of more movement than there actually is and to avoid sharp bends.

I'm not sure what exactly you mean. If you could post a screenshot of where you are stuck at, I would be very happy to help.

Thank you, 

I get what you mean with the character portraits. It was my first time doing vector art for characters and I had very limited experience with the art program I was using, so that's why they are so simple.

Thank you, 
currently I have no plans to continue development on this game since we would need to get the team together again. Also I currently have a lot of stuff on my mind and when it comes to game dev and even more things planned. Doesn't mean never though, but certainly not the near future.
I would encourage you to check out my other games though if you want. I would recommend "A Tower in the Forest" and "A Reconnaissance of ENVI 5" especially.

Thank you :D

GG

Thank you so much for your comment :D
I'm glad you enjoyed your time with the game.

You can rebind W to jump in the settings menu. Hope that helps.

GG

Thank you :D

You can jump -> glide to the right -> double jump to get back
You probably already figured it out but I'll post this for anyone else in this situation.

There is only one ending. Thank you for playing : )

The pinwheels are just an optional collectable (spinning them lights the candles in the house). There are 5 of them.
Thank you for playing, glad you enjoyed it.

Thank you. 
And Congrats on sticking through to the end.

Here is the link in case you are interested. I also post news for updates for my games there.
https://discord.gg/Xwkghfr

I have a discord for my games already. If you want I can make you guys some channels for speedrunning there as well.

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Have you tried wall jumping out of a double jump at the same moment as initiating it ?

Bingo

Thank you so much :D