Repeated intro
Hello everyone! Its been a bit silent from me, but I was silently checking and watching what is on-going. I do really appreciate for negative feedback's and positive feedback's, as they give me more insights of what people wants to see more and expect.
What changed
0 fixes1 addition0 changes0 removals
addedFirst of all, I want to say thank you for all the feedback — both positive and negative. Every review, comment, and reaction gave me a better understanding of what players expected from the game, what worked, and what clearly needed to be improved. As a solo developer, one of my goals with the early access was to release the game earlier like a demo, without any marketing and see how players will react to it. I wanted to understand what people would enjoy, what things could confuse them and what type of horror experience people would expect from the game. Originally the game was designed around exploration, observation and trying to figure out things on your own. The game can be beaten, but now I do understand that for many players the game became too unclear and difficult to follow and not simply guiding enough. Each feedback was usefull. But in overall, I'm currently working on new version of the game, which will be more leading with what you will need to do in the game and how the horror will be affecting you. I'm not a big fan of usual jump scares that jumps directly into you, so you might not see this in the game... Or maybe you will, we will see.. So, the game is being now in works, i don't want to talk a lot about it, as I've moved from Unity to Unreal engine. From all of that the game will be in a 3rd person view. Steam post image New UI, NVG changing to modern flashlight on the helmet Steam post image Visible interactions and text near by Steam post image No typical batteries to pickup for recharge, but instead leading a modern specific area to stand by that will be charging helmet flashlight Steam post image And many more interesting features will be leading afterwards like animations, actions, horror experience sounds and much more. I am thankful for all feedback (positive and negative) which actually gave more than just commentary and review about the game, but a part of what users expected.
Mannequin Syndrome changes
addedFirst of all, I want to say thank you for all the feedback — both positive and negative. Every review, comment, and reaction gave me a better understanding of what players expected from the game, what worked, and what clearly needed to be improved. As a solo developer, one of my goals with the early access was to release the game earlier like a demo, without any marketing and see how players will react to it. I wanted to understand what people would enjoy, what things could confuse them and what type of horror experience people would expect from the game. Originally the game was designed around exploration, observation and trying to figure out things on your own. The game can be beaten, but now I do understand that for many players the game became too unclear and difficult to follow and not simply guiding enough. Each feedback was usefull. But in overall, I'm currently working on new version of the game, which will be more leading with what you will need to do in the game and how the horror will be affecting you. I'm not a big fan of usual jump scares that jumps directly into you, so you might not see this in the game... Or maybe you will, we will see.. So, the game is being now in works, i don't want to talk a lot about it, as I've moved from Unity to Unreal engine. From all of that the game will be in a 3rd person view. Steam post image New UI, NVG changing to modern flashlight on the helmet Steam post image Visible interactions and text near by Steam post image No typical batteries to pickup for recharge, but instead leading a modern specific area to stand by that will be charging helmet flashlight Steam post image And many more interesting features will be leading afterwards like animations, actions, horror experience sounds and much more. I am thankful for all feedback (positive and negative) which actually gave more than just commentary and review about the game, but a part of what users expected.
First of all, I want to say thank you for all the feedback — both positive and negative. Every review, comment, and reaction gave me a better understanding of what players expected from the game, what worked, and what clearly needed to be improved. As a solo developer, one of my goals with the early access was to release the game earlier like a demo, without any marketing and see how players will react to it. I wanted to understand what people would enjoy, what things could confuse them and what type of horror experience people would expect from the game. Originally the game was designed around exploration, observation and trying to figure out things on your own. The game can be beaten, but now I do understand that for many players the game became too unclear and difficult to follow and not simply guiding enough. Each feedback was usefull. But in overall, I'm currently working on new version of the game, which will be more leading with what you will need to do in the game and how the horror will be affecting you. I'm not a big fan of usual jump scares that jumps directly into you, so you might not see this in the game... Or maybe you will, we will see.. So, the game is being now in works, i don't want to talk a lot about it, as I've moved from Unity to Unreal engine. From all of that the game will be in a 3rd person view. Steam post image New UI, NVG changing to modern flashlight on the helmet Steam post image Visible interactions and text near by Steam post image No typical batteries to pickup for recharge, but instead leading a modern specific area to stand by that will be charging helmet flashlight Steam post image And many more interesting features will be leading afterwards like animations, actions, horror experience sounds and much more. I am thankful for all feedback (positive and negative) which actually gave more than just commentary and review about the game, but a part of what users expected.