I'm sad to hear this is cancelled, since I loved the demo and the characters, and was pulled in by the events as they unfolded. I'll certainly be interested in future projects!
Very sorry to hear about catching covid. I hope you are on the mend.
OK, just booted it up from the folder to check and it launched just fine. It's odd, I've launched a bunch of UE stuff from itch just fine, including my own stuff. Not sure what's causing that.
Moonshot option: SteamVR is launching automatically when the game starts. This is default behavior for a UE project, but I wouldn't be surprised if something got stuck waiting for SteamVR to launch when it didn't need it. You can disable the SteamVR plugin on your project and it will stop that from happening.
There's some very neat ideas here. The odd, discomforting world full of even stranger inhabitants. While not outwardly threatening, they contribute to a sense of dread. I'd like to see more exploring strange areas and meeting strange things, especially like the one at the end, and less wiggly spikes. The player movement was good for atmosphere, but made any kind of obstacle traversal tedious. Other than that, it left me wanting to see more of this world!
This was great. It kept a constant feeling of threat and tension ramping up, where you weren't sure when something was going to happen. Even when you are explicitly told something bad is about to happen, it's still a curveball. The chase scene was perhaps a little too chaotic, and needed to guide the player's panic a little more, since game overs in this type of encounter kill the tension a bit. All said, nice work, and good fun.
I streamed it for some friends, and we kept trying to figure out what is going on. I genrerally dislike things that lean too heavily on the symbolic and metaphorical unless they are done well. In this case, I think it was, but I also think things were more literal than perhaps we realised at first. We went through a few theories:
-Some kind of noncorporeal transcendance (after the first couple of speakers)
-Allegory for leprocy (after your first encounter)
-Purgatory/Hell (after that one speaker lamented the lack of pain)
-Some kind of deep curse (after the speaker accused whoever did this)
I think I'm leaning towards a sort of purgatory type of thing. Our protagonist needs to shed thier regrets and accept thier fate in order to move on.
It was enjoyable, memorable, and made me think. So a success, I reckon.
Some neat ideas here. The audiovisual barrage comes a little close to untolerable, but does succeeed in creating a uniquely wierd atmosphere. The rules of the world are taught in a nice organic way too. I think I may have gotten stuck just beyond the rotating door, in the corridor with two exits. I couldn't figure out how to proceed. I would be interested to see where this goes.
This is great. A bit of a slow burn, and a little predictable, but not cliched. Subtly introducing the player to mechanics they'd need later was clever, and the switch between fidelity levels paid off so well. It's darkly funny at times, too. There's a lot of things implied too, leading to a deeper unease. Great stuff, nice work!