Thanks for playing!
Michael Wolf
Creator of
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Thanks for the feedback, and we’re glad you enjoyed it!
We’re actively developing a new, longer version of the demo, and I think that you’ll find that a lot of those issues have been resolved in this new version. We’ve done a lot of optimization and fixed most cases where players can get stuck. :)
The GDC demo skips over a section where we teach interaction, how objects are color coded, and that you won’t get a prompt every time you interact with something. Hopefully, players won’t get stuck at that door in the full version!
That jump is an interesting design conversation. The team and I have talked a lot about it, and we’ve improved the visibility of it a lot already. I’m thinking that it could still use some environmental cues in the straightaway leading up to it.
As far as the “3D Platformer” classification, I see what you mean. It’s difficult to pin down the exact genre. I wouldn’t call it an “action adventure” game, because players would expect combat. We’re using “3D Platformer” because that’s the best fit we can find, and other games we reference use it - like Journey and ABZU.
Thanks for playing! 💛
That’s an interesting idea! We had a few conversations internally going back and forth about whether we should display the candle count. We’re currently thinking that it should be a Steam achievement, as a bonus challenge after players complete the base game. :)
With that in mind, placing candles near monsters would definitely make that challenge more interesting!
WaxHeart is an atmospheric horror 3D platformer where you play as a wax boy with a lantern for a heart, journeying through a dark, ruined world in search of his lost memory.
It’s an adventure set in a sunless world filled with monsters and mysteries. The light from your lantern-heart helps you find your way through the darkness, but also alerts monsters of your presence.
You can learn more about our project on our website!
It looks like our Wwise plugin opens a port for debugging telemetry, but doesn't actually use it. Windows firewall will do an alert for any open port, even if nothing is sent or received.
In other words - it doesn't need to access the internet, but a setting on our audio plugin makes it look like it does!
I tried to point this out in the download instructions, under the troubleshooting drop down, but I realize that people might not look there.
We have a fix for the setting, but we haven't published an update yet.
Oh wow! Thanks!
I honestly didn't expect anyone to make a video about this one. It's pretty unfinished, and doesn't meet the quality standards I normally go for. (There's no tutorial, you can clip out the map and get soft-locked, etc.)
That said, I'm happy with what the team was able to make given the time frame - we all learned a lot of new things!
I think it's an "uncut gem" right now, and I'd like to pick it up again at some point.
".... oh no." Perfect reaction.
I was worried that players would speed through the letter reading after dying while looking at something else. I really want to change that now!
Also, you're right that monster clipped through the sink due to a difference in physics rules - the player uses physics, and the monster uses something called a "NavMesh". The sink must not be marked as an obstacle for it to navigate around - definitely something to fix in a future update.