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Remerai

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A member registered Oct 26, 2019 · View creator page →

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Really weird, but as I said I couldn't replicate it. It's good that you specified it was the collision and not the actual warping between rooms that did it, as that's another potential can of worms. I'll have to chalk it up to how I handled Unity's collision (or maybe the collision system itself, I dunno?). If more people mention it in the future, I'll go back and at the very least make some kind of workaround.

I wouldn't mind nitpicks, to be honest. This project was done mostly so that I could learn more about making a game after all. While I wouldn't be surprised if people have already mentioned them, it's still good to listen and for me to think about it for the next time I take a shot at this specific genre.

I tried it in the Unity editor but couldn't replicate it. I'm curious, do you know how high your FPS were? If I know whether it was relatively high or low I can at least rule out a previous problem that I thought I had fixed.

Also, you said the room had started to transition. Could you tell which room it was transitioning to? If so, was it the library or the bottom floor? It's possible, even likely, a trigger might have been a bit too wide and caused a weird placement with a collision bug.

Either way, I'm a bit busy with a new project currently, so I'm not sure when (heck, even if) I get around to fixing it. That depends, was this only when you walked into the corner specifically, or did it happen even when you walked straight towards the stairs or the door? 

Hoping it's at least not a severe bug, but at least I'm aware of it now. Thank you for putting the time in and telling me about it. I appreciate it!

I hope you're otherwise enjoying/enjoyed the game.

Very sorry, but the answer will have to be no, at least for the time being. Porting to Linux may or may not be easy with Unity, but I'm so focused on another project right now that I don't want to stop.

A single guy on twitter asked about an overview. Why not?



And one without the trees, because again, why not?

I used what could be described as Unity's default save  location, if you're on windows, I imagine that's in AppData/LocalLow/PA, at least it is for me. The files should be named Mystery of Castle Super Beast_SaveData1-5, along with Mystery of Castle Super Beast_ConstantData (The file that checks if you've gotten some endings, if you've saved in the first three slots, other things and also keeps count of how many saves you've made) Just deleting those files should clear progress and allow you to start over from scratch.

It's by design, but I have to keep in mind it's by bad design. I just really liked the idea of rewarding careful play, or making hasty play more tense, but that doesn't really work when most items are either unique and/or have unique descriptions where the length of text read is unpredictable.  That said, there are a couple of moments in the game where the player is practically guaranteed to get hurt if the game isn't paused, so I at least paused those.

If I make another game even close to the horror genre, I will definitely think about what I've learned here and minimize that as much as possible. Picking up items in that hypothetical game would be in a safe space that would then be made unsafe as a result, either by outright danger or by having the tension rise.

I didn't do nearly enough play testing with other people on this. If you encounter something that makes you go  "Huh, what?" or have any thoughts, do post them here. Constructive criticism is welcome! I did do this project to learn more about game development, after all.