just curious--what images/films did you use as a reference when designing the graphical style?
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dude, thank you so much. can't wait to give this a proper playthrough. i have to know, will you keep the other two games as-is? want to understand those better but only if you have the time to do it.
part way through it, such a meticulously crafted experience in what i can only describe as a lovecraft-esque cyber horror story.
i'd like to make a suggestion to this, and if possible the other games in the series: i desperately want to follow the story but the bits are virtually incomprehensible, but having played through the rest of the series, i know you want to keep that cuperspace aesthetic, so i believe the best way to go about it would be to add in a "module" to the plox that allows a lost-to-time archaic decrypter to reform the bits into a less-understandable-to-them version but allows the players to read it while being immersed.
alternatively, you could add in an option in the config that makes the bits "dyslexia friendly."
hopefully you consider doing this. i'd love to understand the story better but it's just gibberish to me as it is.
hey man, finally got around to giving this a proper playthrough, but i think i found a game breaking bug.
in what i assume is the final puzzle area, to the left after entering it there's a hole snug between three walls. having found many secrets already, i thought this was no different. i jumped in and not only is there nothing in there, but i can't get out. tried saving and quitting and relaunching to no success. i'm stuck in there.
two hours playtime lost :[
fantastic graphics, sound and tension. it wasn't until i was halfway through i realized why it was entered into the disc room jam. cheeky.
i went through all the disks over a course of five playthroughs. is there no actual match found in the room, and subsequently, only the one ending?
a truly horrifying experience. as someone, not who can lucid dream, but still has extremely vivid dreams, this game invoked terror that really hits home for me. especially the sequence where you wake up over and over again. that can be very frightening, especially when you actually wake up and don't know if it's still a dream. some parts were dark and hard to make out, but i know you intended for that, as dreams are usually dim experiences.
you did a fantastic job on the sound design too. very similar to dreaming, all sounds felt very "buffed." the tense moments were insane, especially with the buildup of sound to simulate being "caught," a feeling that absolutely mortified me.
the combined visual effects and sound design used for the shattered glass part made it feel so very starry and, again, very much like a dream.
amazing job. i loved every dreadful moment. i very much look forward to what other work you may put out in the future.
i am... speechless.
this experience had probed the deepest cavities of my own head to invoke what i can only fathom to be the only true nightmare i've ever had while awake.
i just mean that the game sets the mood with its soft gray colored text. the game over screen's text is a bright white, not ideal for gameplay since it's harsh on the eyes for long periods of time, but it's a game over screen so you won't see it that long anyway, however the glitch i experienced made the white text the permanent color of the main game.
fun game. unfortunately stumbled upon a game-breaking bug where when it asked if i wanted to restore the game after i died to the poisoned water, typing "y" yielded no response from the console. i tried sending "y" again to the response "not understood." as it turns out, i can still play the game (i think?) but it's forever stuck in that blinding white colored text, which unfortunately ruins the atmosphere for me. hope you can get it fixed.
i'm getting some TERRIBLE frame drops! if i run it normally, it starts with a framerate around 30 and gradually lowers. degrading the resolution to 1366x768 allowed the framerate to stay at an even 60 but quickly dropped when the title made its appearance. exclusive fullscreen mode & 1366x768 made it run smoothly enough for me to enter the game and get a feel. about two minutes later, a quick steep drop from 60 to 5 in a matter of seconds. help me out?
what are the logical properties of opening doors? is it simply collecting cubes and trial & error? same question for control panels (the one in the reactor room wasn't working for me, then all of a sudden, it did; i had the same amount of cubes between that time)
actually a really cool idea. i was having a fun time exploring the subway's ever-changing halls. a couple of issues though:
the game lags exponentially as each train pulls into a map, given the player is looking in the direction of where it spawned.
taking the train from 3rd W causes the train to stop in an empty map. it opens its doors, closes, and takes off. it never loads the next map. you're stuck on it forever lol.
PLEASE keep working on this. it's a genuinely fun and perplexing idea! i would love to play this game in a more playable state. :]
level 3 "the note":
after getting through the first door, i have absolutely no clue what to do next. i'm at another door under the EXIT sign with a single red button next to it. thought it was morse at one point but i think i'm reading too much into it.
absolutely fantastic! only a couple critiques:
chapter 6 has major fps drops.
the ending felt irresolute/unsatisfying/vague for a game with tons of narrative lying around.
for a free game, it was overwelmingly thrilling. thanks for the experience!