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A member registered Oct 01, 2017 · View creator page →

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That seems unusual, and is likely related to the game not automatically focusing the mouse on launch. I recommend using alt-tab or the Windows key to click on the window and refocus. This will be fixed in a small patch among other QoL issues.

Thank you for your interest!

Hi! Thank you for your interest in the project. I stopped development on this a very long time ago and have no time to update the project from a Unity 2018 version to 2022 and add in anything I was working on at the time (which as I remember was finishing player character and improving materials used for the environment).

I am working on new projects (psychological horror and otherwise). You can follow me at liswifi on Twitter/X to keep up to date.

Kind regards, lis.

I still have the project files. I would love to pick it up again, but am working on newer projects that take priority since I am looking for industry employment. My portfolio can be found at https://nestrd.github.io/ !

I can't wait to see more work from you! I had a lot of fun playing this at Games Republic.

Thanks a bunch!! We're working on an updated version with levels that really emphasize the bubs working together and sharing emotions a lot more. I'm super excited for us to share it and hope you get to play it! :)

This is such a neat concept! I love games that have an element of mastery to them. The stage the player goes through is the same every time, so a lot of time spent playing Cargo Airtime was in figuring out the perfect opportunities to rack up lots of points, instead of worrying about where obstacles and buildings are going to appear whenever I retry. This and the lack of any real bugs has kept me coming back to it a few times today to toy around with - great work!

Maybe having the cargo floatier than the ship to allow for more skillful and risky plays would help to really push this concept further. The gameplay, presentation and art is super cohesive and the music ties it up into a really fun little package.

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This is such a neat concept! I love games that have an element of mastery to them. The stage the player goes through is the same every time, so a lot of time spent playing Cargo Airtime was in figuring out the perfect opportunities to rack up lots of points, instead of worrying about where obstacles and buildings are going to appear whenever I retry. This and the lack of any real bugs has kept me coming back to it a few times today to toy around with - great work!

Maybe having the cargo floatier than the ship to allow for more skillful and risky plays would help to really push this concept further. The gameplay, presentation and art is super cohesive and the music ties it up into a really fun little package.

Hi there! Thanks for messaging (and sorry for the late reply). I'm in a very busy part of my life right now, with a lot of moving around and never have the time to set my computer up to continue work on it, but I should be ready to go after Xmas.

Thanks for your continued interest. : )

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It will be.

At the moment, all available downloads are playable previews. They are all free to download though, if you're curious enough to try them.


Thank you for your message.

I'm taking a small break from it (moving house!), but my intention is to get it a hundred percent identical. I've been looking at how fast the player moves, matching the color grading and grain effects and even replicating any and all animations I'd need to. : )

Not quite yet! I'm busy working hard on it, so far the hallway, bathroom, underground and menu system is done, absolutely everything is datamined and converted to usable file types, I've created the few assets to replace the PS4 button icons with keyboard and mouse icons and I've done the majority of coding for gameplay. 


At this point, I really just need to stitch everything together, but I want to make absolutely sure that everything is perfectly in its right place and everything functions EXACTLY as intended in the Playstation 4 counterpart.

Деньги не понадобятся, но это ценно. Спасибо за Вашу поддержку!

There is a Kojima Productions Discord, where you can usually find me! (I'm the admin)  https://discord.gg/WWUtKsj

As well as this image, which prompted me to create the port in the first place.

That I've seen, unfortunately not. There are files found in the resources that suggest that P.T. was entirely a Silent Hills promotion from the start. The files are even named 'shsb' - Silent Hills Beta!

Thank you! It would be enormously helpful to playtest the project and make as many comparisons to the original as possible - even down to the speed of walking or how far away you can hear certain sounds from.

All resolutions have been enabled! I hope this resolves your issue. Thank you. 

P.T. (Unity) community · Created a new topic -Suggestions-

How can I improve? What doesn't feel right compared to the Playstation 4 release?