Thanks a lot for the clarification. I understand, I'm also a developer (not games, but engineering and art) and I use Macs for development, even if my code also builds and runs on Windows and Linux. I don't have an Apple Developer account either, but I don't need it for the moment. Yes, I will buy the game when it's released, and I'll contact you to see if it's possible to get an executable running on the Mac. Thanks a lot!
zcafe
Recent community posts
The point in the game is not being creepy, but about liminal spaces. I believe not everybody understands the feeling of being in liminal spaces, and for this reason the game is not for everybody, which is ok, because there are millions of games for other topics, but less than five about liminal spaces. So, thanks a lot to the developer for taking the challenge of designing a game of a genre nobody else develops. Regarding the ticket system, I believe Andrew said he was going to release a version in which you could disable it, for a free ride to all the areas.
I’m trying to understand the reason for some negative reviews, and I think they wanted to find the backrooms storyline here... no wonder their reaction. This game is not about escaping from “the entity” in level whatever number, nor about the fear of being killed by its pointy sharp extremities. It has absolutely nothing to do with that.
This game is about the uncomfortable feeling a child has when he walked into a big empty room by accident or by curiosity and gets the feeling of “I’m not supposed to be here”, “how can I find the way back to where everybody was”, etc... Anemoiapolis really captures that. And that’s the reason why I bought it. I found exactly the type of atmosphere I was wishing to experience. For those saying the beta was better, I must say that the final game has been made with extreme care to details: when visiting new rooms and places in this version, I got a deep vibe of the “I shouldn’t be in this room” feeling.
Said this, I have megalophobia, so maybe I’m feeling things that other users can’t.
Maybe it’s a very niche game if not everybody can understand this kind of feeling. But then, IMHO, the youtube reviews that said this is a backrooms game have hurt more than helped.
To the developer, congratulations for releasing this final version. I also write software, and I really know how hard is that endless stage when you say “it’s almost finished” but then the “almost” never ends. I wish you release more chapters with this vibe of large and empty spaces (just don’t transform it into running away from “entities”, please).
I never thought of Anemoiapolis being "scary". In fact, the thing I disliked less from beta 2 was precisely the "shadow man", because I wanted to experience the loneliness of liminal spaces, not escaping from creatures. I didn't play the final game yet (didn't have time yet), but saw some youtube videos and I believe I'm going to love it, because I saw spaces that get me the megalophobia vibe I enjoy.
Thanks a lot to the developer!
BTW, I love procedural levels!!! In procedural games, every time you start, you have a new game. In hand-crafted ones, when you visit all the levels, you get bored of it. Anemoiapolis is only partially procedural... I'd actually love it to be more procedural than it is.
Oh... by the way... after playing for hours I think I know what’s the story behind: you play a soul in Purgatory. This would explain everything: why the phone call at the beginning is in black like if it was a memory from the past; why you don’t die nor suffer any physical harm; why the space is nonlinear in the lazy river and in the locker room; why the “shadow” can open and close doors in the locker room and why you can do the same (both of you are souls in Purgatory); why you feel loneliness and anemoia... suddenly, everything in the game is crystal clear if you are a soul in Purgatory...
@Alvare: I wouldn’t put any concept of “damage” or “health” in the game, because the game is not about a character with “N lives”, but about the experience at liminal spaces. It’s true that it looks unrealistic to fall and not lose health, but if you had to be careful of not losing all the health, the gameplay would be completely different, and it wouldn’t have much to do with liminal spaces.
I like however that the encounter with the mysterious character teleports you to the beginning of that level (as it happens now, in the men showers)
Not sure if it has been reported, but the water in the “beach balls” pools has vampire-like behaviour: it’s not reflected in the mirrors that are at the corners. It looks like you didn’t consider the water when generating the refmaps.
BTW, I managed to move all the balls to the pools: lots of fun!! :-)
I don’t know what I enjoy the most: the game, or that the title says “chapter 1”, which suggests there’s more to come :-)
You depicted quite well one of my fears: lonely swimming pools.
Let me suggest something that I would find very eerie: big pools that can be drained, and that they are misteriously filled again after some time, suddenly seeing streams of water coming from the treatment system holes (as a shocking surprise you don’t expect). Also, walking at the bottom of an empty pool, and not being able to get out of it because the pool walls are tall and the stairs are at their top: only when it’s filled again, you’ll reach the stairs and get out if it.
It’s just a suggestion, in case you like it.
Also, I love that it doesn’t need to be installed. Please, when you release the final game (or any other future chapters), don’t make it depend on the steam loader, nor require any installation at all. Ship it just like this beta.
You have a fan in me. I want all future versions you release :-)