Works now, thanks for fixing :D
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Nice style, maybe a bit too slow paced (could need a sprint key). Also there are some gaps in the level design where you can pass between a car and a wall and walk out of bounds.
Aiming on the head does not always work. After one shot the red dot will not appear on the head again until you aim somewhere else first.
Good luck with further development :D
Yeah, it was fun :D
Maybe a bit confusing that only one "day" a week is "night", but that might just be a world building thing that will be more clear lateron^^(or because day/night cycle/time was not implemented yet :D)
Looks great so far, might need a bit of balancing with the more expensive potions lateron, depending on what else you would be able to buy in the actual game :D
I found a few bugs you might want to look into for the demo (sadly not the butterfly kind^^")
The BGM does not loop, it will only restart the next day.
Big trees have no colission
Doors are not quite sure what to do, if you change your mind halfway through and turn around. (They might try to open the other way and phase through the player)
The menus that are built like the one to feed Ellie/the animals can bug out, if you unhover the item tab, and rehover, before it finishes sliding down. It will flicker between expanded and retracted state.
The "crop is growing" messages should maybe appear after the "game saved" when waking up, else only one will appear and vanish too quick to read. Or you generalize it :D
Double digit numbers end up a bit too far right in the Brewing ingredient UI, overlapping with "/".
There is a flicker in the blinking animations, most noticeable for chicken and the owl, but present for all.
The confirmation sound for planting a seed (feeding Ellie) only plays once if the tab stays hovered over and you plant multiple in a row.
Good luck with fixing and further development :D
Cool concept :D
Only one minor bug I found so far^^
If oyu happen to dig away the dirt until the bottom of the screen, you can't open the LMB menu anymore at that spot. Not like someone would dig away all dirt, but it is a potential hazard :D
A few things you could improve on:
Allow only one item in a mortar at a time. Might also look into how to handle the pestle better, having it in your inventory is kind of weird, you can't just put it back either.
Using the cliffs from the coal/sulfur mining site you can go past the invisible walls/rocks at the lake and furtheron jump off the island and fall forever (until everything turns grey.)
Could turn out to be petty interesting, if you add some more content :D
Pretty well done :D
The best single scene in terms of impact is probably the one with the sirens.
Also interesting to see how the same scene can feel completely different depending on light, sound, effects and post processing.
Has potential :D
Didn't get too far, because of some bugs though^^
That skeleton protector that adds/refills health filled up to 5 heart (I had taken some damage at that point) but I died at the boss with 2 hearts left.
Also I got stuck with some electro effect on my dice. I could not use any regular attack, only throw that (AC/Dice?) it only ended to be bugged once I used another ultimate after rerolling(death/respawn), the electro effect was stuck on the dice though (and the buzzing sound won't even stop when the game was paused).
Good luck with further development :D
Really awesome :D
Didn't get to finish it yet, but I love the VN sections so far^^
Since it's a demo it comes with a few minor bugs:
The mirror image in the first scene with Quentin starts with the wrong sprite for her.
Even if you are already on the same floor, pressing the button will start the elevator again. (necessary, because it's unloading when entering the elevator?)
If you exit the elevator and then reenter and press the button of the same floor you're on, you'll end up at the "next" floor.
The colors for the white and black button are flipped inside the elevator compared to the elevator button UI
Using the menu while standing in front of the elevator (and maybe in other interactable places) will actually interact with things (like make you step into the elevator.)
Also, you might need to consider tweaking combat a bit. I'll focus on Quentin's world and the combat there for this example:
As far I see, if your time top left hit's rock bottom, you start a 10 second timer to get back up, before you lose. Your time is reduced both with inverted Quentin cards and by "redrawing" your hand. Redrawing might be necessary, because the main skill of the enemies is to permanently lock your hand cards from being used. But you of course can't redraw, if the time is already at 3 and the 10 second countdown is ticking. You're basically done for at that point. When playing normally you might avoid using the inverted cards, because of course it would be bad to loose time, even if you can regain it with the one or other right oriented card. I lost maybe 7 matches (including a reload from autosave) and won 2 or 3 by playing "regularly" with just Leroy's and Quentin's cards.
But then I figured out a way that completely breaks combat, which you might want to consider "fixing": Press all arrow keys at once at the start of the battle and keep them pressed: You'll automatically use all cards, no matter what they are, hold or regular. It is impossible for monsters to "lock" card slots that are empty (because cards come in one at a time), even if you end up at the final countdown, chances are, you still have enough cards coming in to get the time boost you need (I rarely fell that far down though), or if they lock, you have enough time left to unlock them again via redraw and then boost back up. Similarly the battle with Primadonna, the one slot from which you played the inverted bomb stays "unlocked"so you can just play until you get a regular bomb to unlock all slots again.
Both cards have a synergy, since Quentin would need the unlocks and Primadonna would need the extra time, but this "easy" workaround right now makes it obsolete.
It might be a bit harder to find the right balance there, but maybe if you actually locked the slots instead of the cards that would help with some things. Also, maybe I missed it, you could hint at the necessity for Leroy to go "explore on his own" to return to the hub, so people are guided to meeting all characters/getting all types of cards first, before tackling the more intense fights.
Good luck with further development :D
The first time it was pretty weird. I stepped into the trigger and the camera moved all over the map to the group of monsters I befriended, the cutscene played out normally, but I didn't see the camera "returning" to me. I guess I glitched through the wall, like with the crushing teddy or so, because after the cutscene it was just pitch black (also many of my skeletons died, but that could have been something else). Any other replay of the "same" level worked fine so far.
Run into a bug, where the cutscene of meeting Betty in "Path of Righteous Light" would trigger far away from the actual location.
The ellipsoid barriers you, enemies and your skeletons sometimes get are positioned a bit too far up relative to the upright character model.
When facing a wall and using the Crushing Teddy skill you can get sucked through the wall and fall eternally.
Another (minor) issue: When using the Crushing Teddy in the homebase, the lovely slime girl Gucha might get stuck halfway in the floor^^"
In some (rare) cases the camera would zoom in and then get stuck in the zoomed position.
Still got some optional levels to beat, but it was mostly fun so far, despite some frustrating deaths every now and then XD
Yeah, I can imagine that a 3D game in 4 days (depending on team size) can be pretty hard to put together. Especially since sound design isn't necessarily something you think about from the start of development. The overall idea of involving some eldritch being/the doctor being part of a cult was nice, but the length of the game didn't give the mind enough time to come up with any horrible scenarios of what could be. If I remember right Amnesia: The Dark Descent triggered such sequences by short moments where the game would go into slow motion (with slight tunnel vision?), while sound effects would play as if the torture instrument was being used, when interacting with it for the first time.
Good luck with updating :D
The leaves fall a bit too slowly.
Since it might take some time to actually notice the shed, you could have a noise set on a tigger/timer, that shifts the player's attention on the shed.
While you hear a windchime, it is nowhere to be seen, which could break immersion you need to build at the beginning.
Similarly the clock in the kitchen and livingroom could be animated (and if the second hand is just "stuck" flicking at the same location, indicating low battery)
An unlock/close sound for the door would also be great.
Inside the house, the moths wouldn't fly around the lamps, as long they off.
Upstair wardrobe door clips into the racks and clothes behind when opening, same for the door in the attic leading to the narrow corridor.
Sound attenuation of the sound recorder upstairs needs adjustment, since looking around might mute it.
Overall really great atmosphere and very enjoyable :D
The interaction seems based on raycast with infinite length? Would probably be better to be shortened to 1-2m.
The generator room uses the same stepsound like the rest of the area despite the water on the floor
The operation table has no collision.
There is no "Exit" door, that would give this place some semblence of a real location.
Wouldn't "Dr." be sufficient on the sign next to the door (Dctr.)?
The black shroud figure lost in shock value quickly and the end was sadly pretty predictable.
Could definitely need some improvements in atmosphere/ambience, but at least it's not as unforgivable as other games.
Really well done so far. The whole ambience and the sounds are great :D
Also love the effects and what you did with that number lock there.
Only minor issues with the 1.2 build: The pause menu seems to "lose focus" and neither mouse nor keyboard allow input (Windows 10), which upon finishing the game and then pressing esc led to a crash.
Was pretty nice in terms of ambience. Missed sound effects for the planks and the candles and sometimes books would glitch through the floor, when dropped (on other things), but overall pretty enjoyable experience :D
Very hard indeed
Never got past the third sickle guy XD
(I'm really bad at hectic games with unusual key bindings)
There seems to be a bug with the BGM stopping when you die at certain timepoints though. It would only continue/restart when you die another time.
A really wonderful game so far :D
Kind of sad it "ends" so abruptly without any hints on " to be continued" or "follow us on twitter" or wherever. Hope you'Re still actively working on it :D
Thank you :D
We were debating, if it might be too easy/too hard. It sure has a learning curve to remember where the items and NPCs are, but once you got that figured (and don't mess up too often) you can theoreticall play forever.
Yeah, it takes some skill to avoid getting marshmallows by accident, or a double dose of coffee XD
In my test plays I always found the chef at the restaurant to be the most dangerous.
Thanks for playing^^
Really cool :D
Just a few things to point out: A "skip dialogue" button would be great, if you end up replaying for example the tutorial level. The Magebolt attack does not quite hit where it was aimed, but rather higher/further away, not sure, if that is intended. The hub has the dungeon loot spawn a bit weirdly in some cases: gallon of milk is sunk into the shelf, Trumpet and Magical Sword spawn in the same spot. In rare occasions it might happen that an enemy, upon death, ends up "stuck" inside a table (eg. body below, and head above). Adding the options menu in the pause screen ingame would also be nice, especially for adjusting controls. The axis inversion with the double arrow symbols is maybe not an intuitive choice, especially since inverting mouse horizontal/vertical doesn't seem to have any effect? Also a Tooltip or hint on the side could help, (or a classic inversion tick box).
Good luck with that final stretch :D
Very interesting take on the topic. Attempting to actively forget will only make you remember what has been and could have been.
Really well done^^
The only thing the game could need is a "restart" button :D
It's fun :D, maybe a little bit buggy (coins not counting, despite being rendered after being attacked, able to get "infinite" coins by attacking a goblin during it's death animation, in some cases very low amount of chest spawning in unreachable areas (pockets at the very top or at the very bottom and instantly covered in lava. Goblins seem to miss one or two sprites and turn invisible in combat at times. It is possible to "fall out of the map" at the sides, delivering the coins is finicky, would probably be a bit easier, if the time machine would attract the coins on short range.)
Still pretty nice :D