Thank you so much moemoe, means the world <3
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I'm glad it was helpful in some way. I've gone seeking content about BPD a lot, and when I came up empty I figured it was important to try and share some of my own experiences, even if the lens is fairly limited in regards to romantic relationships in particular. Glad it resonated, and that you finally have a diagnosis so can start piecing together how it impacts your life and move towards recovery. Thanks for sharing, it means a lot. Best of luck with everything <3
Thanks so much! My goal is certainly to try to emulate some of those nostalgic feels while creating my own content so I'm glad it seemed to work for you! Feel free to subscribe so you get notifications when the next update releases :)
Heya! New patch is live if you're still around! Hopefully this should fix the black screen issue you were having, it turns out to be a common issue on specific hardware due to the render engine! Let me know if it still doesn't work with the new update! :)
Heya! New patch is live! Hopefully this should fix the black screen issue you were having, it turns out to be a common issue on specific hardware due to the render engine! Let me know if it still doesn't work with the new update! Hope you enjoy <3
Love the concept, authentic visuals and the main character is awesome - the mechanics are still a bit rough. Could really use a run button, maybe a way to push ghosts back with a secondary power? The walk animation itself is also a little slow. Looking forward to where this goes for sure, gimmi them tank controls.
Thanks so much for playing! Loved watching the play through, impressed that you almost found all the secrets, will have to jiggle some stuff around based on your gameplay for sure. Hope you'll come back for more once the next story update is released :)
This is really cool, I wasn't expecting such a nice blend of Shadow Tower / Soulsborne gameplay, pleasant surprise. It really invokes that feeling very well, while ditching the clunky cameras of ol'. I notice there has been some talk of the stamina, I found it occasionally glitched for no real reason, couldn't pinpoint what was happening really, but occasionally it would bottom out and having to wait for full recovery before use again I feel is a little much, but somebody else mentioned that so I assume you're set on that design.
Also couldn't really work out how to defend correctly? I was trying for different attack timings to parry like a souls game or stagger the enemy without taking damage but alas. If you could add additional damage for back attacks to replicate the souls style instant kills, that would be pretty great.
Some things I think would instantly improve the overall experience, that wouldn't be too difficult, is enemy SFX and an ambient soundscape for each area. It's a very sparse silent game, and there is just something about dead silence that isn't very appealing. You do have great SFX on gates and attack hits and stuff though. I also noticed item descriptions in the menu would remain even after an item was used, so that's a little bug you could probably fix pretty quickly. I also second having the notification/text prompts fade over time, and I really think you should throw some extra healing items around - having every loot find be armor, while useful, made me feel a little disheartened, and I never found enemies dropping loot really happened beyond the first enemy you fight, not sure if that was just bad RNG on my part.
Mostly nitpicks to fill out, amplify the experience. I really loved this, and am excited to see where it goes. Hoping it's still in development.
Hey Queenfaith! Found out what was causing the issue, and the next patch to fix it should drop by the end of the week-ish hopefully. Just curious, can I know what video card / GPU you're running?
Heya! So this is a bug I've had reported by another user as well, but I've been unable to replicate it and/or pinpoint what would be causing it, since UI elements show up but the Render Pipeline seems to be not rendering correctly? Have you had issues with any of the other games in the jam? Since quite a few use the same render pipeline. If I can pin it down I'll try to patch it during the next update.
Thanks so much for playing! Glad you enjoyed it :) You revealed a few little bugs there toward the end that I have a few ideas about fixing so thanks for uploading the playthrough as well!
Gaming Tip: Goatboy can suck it!
This is very cool, really like the style and how the story unfolds. If only Early had some extra medkits on him though, that last boss is a doozy. Nice work!
The art style and animations and excellent in this, and the hiding mechanic works great. Unfortunately the levels feel a little sparse and so a lot of it feels like wandering through empty dungeon levels, I'm sure that can be tightened up tho! Great atmosphere!
Really liked the setup and the environment in this, spooky ambiance! The phone took me by surprise too, this is certainly something you could build into a bigger experience. Maybe a few extra spooky baits along the way as you get pulled to the waters edge. Nice work!
Really enjoyed this, the style is wonderful and unsettling in just the right way, and the writing is excellent, really well told and intriguing. I played it twice just to see what the other ending might be, I'm assuming there might be a third if you don't make a choice, but too scared to find out! Love me some horror pixel hunt click adventures!
Oh, I must have missed that completely! And I even went through the intro section twice. That actually makes me want to play it again just to see how it works ^^ In the very least that makes it a lot easier to fix if others also tend to not realize that's what's happening, or it could have just been me honestly. Either way awesome work on the game, really loved it, super keen to go through some of your other projects since I enjoyed this one so much :)
Pretty cool, loved the world building, the island was well crafted with lots of verticality, and the mystery is super intriguing. Did take me a little while to figure out even with the detailed instructions xD I'd be down for the second chapter for sure! My only critique would be having to go through all the tapes is a little bit of a chore all in one hit like that, and led me to crawling under the table and busting through the ceiling at one point, whoops. But the concept overall is great and looking forward to seeing the next chapter!
Playthrough is here in case it's useful:
This was super cool, you had me at third person tank controls! But the environment is fun to explore and the nasties are especially creepy, and I liked the little maze like cavern areas. Also lots of cool camera angles and a nice spooktastic conclusion. Much love! I threw my playthrough below just in case you find it useful :)
I adored this. The style is wonderful, the atmosphere is tense and oppressive, writing is fantastic, the world itself is ominous and overwhelming, and the entire game is just visual treat. Y'all hit the tone/theming just right, and even just little stylistic choices like text box / font / sound design, etc, all felt super juicy for a jam game and gave me really nostalgic PSX vibes. Really phenomenal and consistent throughout.
That being said, I did find it very hard to initially orient myself in the world - it wasn't clear for a long while what the game logic was / what I was trying to get done, despite it being quite simple - so there was a lot of aimless wandering. This was made a little more frustrating because I found the items fairly difficult to find/see in the dark, and the pathing of the world was a little confusing sometimes. For example, even after visiting the alter multiple times, I still could never just find the entrance, but sort of had to mash myself against the invisible walls till I found it.
To be honest though, all of that sort of adds to the overall PSX flavor. Games did tend to feel that way, so in my opinion, whether you wanted to sign post things a lil more clearly based on that or not is understandable eitherway. I included my playthrough in case it's helpful - there were some additional collider issues but nothing game breaking. Again, amazing work, a jam favorite for sure!
Thanks so much for playing! You definitely got a few bugs that seemed to break the game a little for you at the end, will have to go and fix that xD hope it wasnt too frustrating! You've given me a bunch of stuff to fix so thanks!
Loved watching you play through it! And props to committing to the voices, certainly gave the project a different feel and I couldn't keep from smiling everytime xD Thanks so much for checking it out!
Thanks so much for playing! And for leaving such a thorough impression of your experience, really loved watching you play through and try to piece it together as you did, very cool to get a feel for whether the story and pacing is working. You'd be right in saying the combat is still in it's infancy design wise, trying to balance difficulty of control to maintain the atmosphere and not make it too easy means a bit of tweaking is needed for sure, and I simply ran out of time to include the one thing that I think is needed during the 'spidey' latchings, which is a MASH button prompt, spamming WASD frees you from them much quicker, and you can certainly fight them but it needs a little overhaul before I continue work on the rest of the game.
Thanks again for checking it out and I'm looking forward to you returning once the game is a little further along!
This was super cool, I loved watching this come together in the discord, and it has a surprising amount of polish! The physics worked well and the environment was fun to explore, but the best part was how futile it all seemed as everything continued! The voice acting was top notch too! Here's my playthrough in case it helps in some way, mostly just me sucking at getting boards to stick heh. A cursor may have helped a skootch but I got the hang of it pretty quickly :)