With the death of Windows 10 quite a few people are moving to Linux instead of upgrading to windows 11 due to the windows spyware that comes with the operating system or that their systems were not able to be upgraded. I have switched to Linux and with that due to the game being only on Windows I am unable to try this new update as well as future updates that are not compatible with my OS. Is there any plans on trying to get the game compiled for Linux or Mac?
tealheart9
Recent community posts
I do see where I have my confusion with the square texture. Without much context going into the mission environmentally other than the skybox/background it does feel very tech demo like instead of a mission. Giving some grace to the matter I am going to assume that creating a story intro going into an environment like such would be much more fleshed out in the main game as there would be more story explanation for it.
The square default texture style is all over the first mission, the time trial challenge. I have last seen that texture playing the in-progress maps in Ready or Not during its early access as well as for demo rooms in unity.
Yes, the "Not available yet" is clearly shown, that's the thing I have a bit of a problem with when it's said to be a final release. I do understand Arena is more of a test bed but with those, the "Not available yet", so prevalent on the main menu it gives the illusion of it not being complete for what was released.
Look at this from the consumer point of view, we are very stupid when looked at as a collective. Being told that we have a final release of something, even free, and see something that is 99% of the time only seen in early access titles, we will get confused and wonder why there are things missing. If when I loaded into the main menu and saw the "Not Available yet" options removed for the Arena release and instead saw a little advertisement to keep up with the development of the main bioasshard title on Patreon for the release of the campaign/story in the corner I would have a better idea of what exactly is going on. If I shown this release to a friend he would tell me it's still early access and that this would get updated, apart from it actually being a good project that go against all of the cookie cutter visual novels you see EVERYWHERE.
Typically when I see actually finished products they don't contain the square default textures and contain "(Not available yet)" in options clearly shown on the main menu. I have seen only a couple games (not NSFW games) that had their "1.0" release but still had WIP inside of their game like the survival game Icarus that has since still received updates to add those features so sorry for calling what looks like a beta build unfinished.
It is far too early for a 1.0 release. What about new terrains, quest/story, more enemy types, weapon types, mechanics(?) and possibly some other things? Right now the game is extremely small and you can get through really all of the major content in about a hour and a half. The game feels more in alpha and would feel wrong to basically skip all of the way to full release already. With the game set at $15 it is already far more costly than the content is has right now, and if a couple things that can be done within a short time gets it to 1.0 doesn't seem right at all!
Since the release of the throne room and the ability to control the dungeon keeper in a 3rd person format having the game split between a resource management/builder format and a character management/sandbox(?) style it makes the game feel really split and transitioning from one to the other makes a break in gameplay that doesn't feel well done.
I would love to see the game transition to more of how Dungeon Raid Her controls with 3rd person travel around the dungeon but the isometric view can still be used for the dungeon raid systems. This would make the main management and interaction with the dungeon and its inhabitants feel more consistent so it would be easier and more fluid to interact with the NPCs.
Kerfur will not stay out of the river! It has gotten to the point that I cannot bother to send kerfur out to fix distant servers as he will always get stuck in the river. Even with manual control I cannot get him to get out of the river as the terrain is too steep. It is faster for me to note down all servers needing reset and just fix them myself which takes up time on finding new signals to start downloading. I have yet to upgrade download speeds but I am already getting requests for 5 drives. I barely have time to get 4 by staying near the console to find another signal after the last completes.
Not saying that it's not allowed to have two projects being developed but I have worries as now Keepherdev has two projects in ALPHA stage and also has to keep up with expectations of updates on both of them.
I'm not a programmer or developed a game myself so I'm no expert on the process of building a game but I have seen many projects die from situations like this from other developers. Wouldn't it be a possibility to of implemented this into Dungeon: Keep Her to of kept it as one project and just a different mode to expand gameplay?
Already this game is showing great promise to actually turn into something great. My only gripe with the current build of the game is the very animated idle animations. It's very fluid with a lot of swaying but it doesn't look great with masculine body shapes. If there could be an option to reduce or remove the hip sway would help in making some of the bulkier body shapes look more comfortable.
On another note, is there currently a roadmap or a planned content forum that we could reference? I don't want to add myself to the massive pile of "Could you add X, Y, and Z, into the game?".
As it stands the little shuttle you start on provides the player with almost everything they need. Are there any plans for future builds for the player to either find, purchase, or even take over different space crafts? What about a possibility of customizing spacecraft interiors with stations you build/place?
I would love to see a feature where the player can build systems or even subsystems inside of rooms that could change how those rooms function, even if the feature is limited to certain locations systems and subsystems can be installed to limit their use. Like adding something like a "Mass accelerator" system to the cannon which we could say drains energy per shot but increases damage and places a little console inside of the weapons room that takes up space. Or having a ship with a dedicated living quarters where we could build and install a shower for a way to go around having to constantly craft a cleaning kit or a decontamination bay to do the same with purge kits.
While not entirely a "soft lock" in the actual term it does make it really hard to recover from early mistakes. When I was first starting the game I was getting caught quite a bit as I was finding out controls and tools even with the guide screen. After a little while I found myself with little funds to purchase equipment like the incense to get out of those precarious situations. It gets a bit more tricky as I found the ghost can see you enter a hiding spot from across the long hallways where you cannot see the ghost. This makes it a bit tricky to dash into the closet in the entry hall and if close behind you it can easily trap you in the bedroom, living room, and garage where it could be a bit difficult to get to those hiding places before the ghost enters the room.
It didn't take me too long to learn the patterns of the current limited number of ghosts to the point I had everything found out within a minute and could catch them in the first hunt so I am no longer having that issue, but it did make it quite difficult to recover. Also at the time of writing I failed to catch that the game literally tells you what the ghost is after the first time it catches you so you could just take that information and run to at least get the 100 cash on mission completion. So I guess that's just a little hint for the idiots like me who overspend and need some cash to recover their losses.
For an initial release this is already quite solid. It has all of the foundation in place, a gameplay loop that is playable, and as much game as sexual content. I absolutely love the more dynamic gameplay style as what you are pulling from your inspiration, Phasmophobia. What I find is that when being hunted the current map is way too linear and filled with dead ends, this makes it absurdly difficult to complete a mission without purchasing the Incense and could even be a cause of soft locking later on.
I do look forward to the father development of this project in parallel to HTA as I love more dynamic gameplay games and will be eagerly awaiting more ghosts, maps, and even side characters if those are planned.
For an alpha demo this is really fleshed out, not any detectable bugs in the actual play area of the game (I'm going to ignore the debug room because you're not supposed to play in it).
While this game will be great as a standard platformer, like Grimhelms Alien Quest Eve, with the atmosphere and the reactions of the aliens to enviromental factors such as the flashlight I could see it played out as an entire space station with more random alien placement rather than hard set with your story happening around the station rather than just farther into the level, and having to go to different portions to restock on magazines and repair your space suit, or even detox from the aliens to not get the game over and even to progress whatever story you are planning.
The enemies are not much of the problem with difficulty in the game, okay maybe the frequency of some enemies like the marksman in the jungle and the Abby in FER get quite annoying to quite difficult to deal with and the fact the Orc can act as a massive shield gets troublesome with the map layouts. The maps need more vertical movement since it's on a 2d plane and there's nowhere to go but into hordes of enemies. Expand the maps to allow more vertical movement so people can train and kite enemies around to either buy some time or separate enemies for those seemingly impossible missions. With a larger map size you can place more weapons around and/or have an ammo purchasing system like CoD Zombies for those high number rounds where you're basically guaranteeing to dump all of your ammo to be left with the starter pistol that anything past round 5 you're screwed with no chance of recovery.
Aside of the map layouts that need a bit of attention the weapons could use some balancing. for costing 3K the LMGs severely underperform the SMGs for a lower cost as well as having a reload time much too long to help with anything when the enemy can still push you backwards even when laying into their heads. In my opinion, reduce their ammo pool and increase their damage drastically especially with that flamethrower on the space level, picked that thing up, used it for 5 seconds and sold at as soon as that round ended. The B4A1 I believe you called it is fine as is except for it's long and unreliable reload speed.
Other than those gripes, this is done quite well.