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The Nightmare from Beyond

A topic by The Domaginarium created 14 days ago Views: 37 Replies: 1
Viewing posts 1 to 2

Hello all, The Nightmare from Beyond is a game on itch.io Refinery (actually it's been there for nearly three weeks), so I figured I'd start this development blog. I will update this on a weekly basis (every Friday) so people can see how the game is going. Since the game is in the Refinery, input will always be more than welcome.

As an introduction, The Nightmare from Beyond is a cosmic-horror 3d platformer inspired by the works of H. P. Lovecraft. In the game, you play as Sanja, a young woman that goes to this very (VERY) dangerous place looking for her sister, Dajana. 3d platforming and horror is not your every day combination, since many horror games today are first person games with very limited mobility (and then there are those more combat-oriented horror games, still with very little verticality). The inspiration for this combination actually came to me after watching this movie titled "The Descent." There's a part where one of the women is hanging from a rock, and one of the cannibal monsters is walking just below, and I thought it would be a very interesting thing to see a game where you are hiding from monsters not only behind a box or a desk, but also above something or in a lower platform.

If there's something specific you want to know, let me know. There's also a mailing list I've setup.

As for today's update... I'm a little late to the itch.io devblogs, so I think it's better to start with today's one, rather than give a loooooong retrospective.

TNFB early access release 2 is now available and will download automatically as soon as you open your client (or you can manually download it).

What's new in this update:

  • A new intro that provides some context to the story and the game world.
  • The intro level also has a locker thingy that will be used to switch outfits (there will be unlockable outfits in the game).
  • Now in the "chase sequence" you get a very cool and interesting animation when the creature grabs you.
  • Fixed audio levels, so you no longer run the risk of going deaf due to some audios being too loud.
  • Controller support for the DualShock 4, Xbox 360 and Xbox One, Steam Controller and standard XInput controllers.
  • Besides making the game control easier, controller support includes vibration, making some parts of the game very interesting.
  • Changes to Sanja's skirt cloth simulation.
  • Added a "gamepad help" screen as well, since controls cannot be remapped yet.

I try not to break any save files, but I can't promise anything. On a side note, some additions might not be available if you reload an old save file.

Thanks for reading, and I'll be posting a new update next week :D

(Edited 1 time)

Jump changes and DOF…

Hello again. Well, this is an issue someone in the Steam forums mentioned: jumps were too long so they feel unrealistic. Upon closer examination, I realized it was indeed the case. When Sanja is running and then jumps, it looks like she’s pretty much propelled forward, like she’s wearing a jetpack or something.

So I went back to the player controller and began to tweak some things, and also make some, very deep, changes and adjustments. Basically I did two things: first, I reworked all the jumps so Sanja no longer looks like she’s being pulled forward when she jumps; second, I tried to find many of the sources of glitches and bugs that I could find (as always, if you find a bug, let me know, and if you can include a video, even better).

So, what does this mean?

Well, it means I had to go back and adjust parts of the levels, because shorter jumps means she was unable to reach many of the areas because the majority of jumps are measured so they are challenging (jump right at the edge, etc.).


I also changed the “swing bar” functionality to make it “slightly” easier to pull off the jump. Some people have commented they would expect Sanja to hang from the bars, rather than fall off, when you can’t pull out the jump. I have to admit this is a valid point and I thought about that. The problem I see comes when you are in a chase sequence. Imagine you’re used to she just hanging when you don’t make the jump, and you simply decide to start swinging to gain momentum and then jump off that bar. Well, imagine in a chase sequence you missed the jump because you’re used to doing it the “re-swing” way, then you need to start gaining momentum before you jump off, all while the blob-monster-thing is getting closer. At this point the mechanic caused another death scenario: you had to wait to gain momentum before you continue running away.

Of course I know maybe I am overthinking this too much, because I am aware those used to platformers can easily work around the “hanging” swing bar, so if you think the “hanging” swing bar is better than the “falling-off” swing bar, let me know in the commnents, forum, whatever, so I can add that. Besides, This other type of swing bar can allow for interesting gameplay as well, like this one.

And a small but interesting detail, I am adding DOF to the camera. Someone had already suggested this some time ago, but I never actually did it until now. Right now it’s very subtle, but I am testing to see if it should be stronger.


As always, if you like what you see, join the mailing list and please buy The Nightmare from Beyond here on Itch.io