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Very unsettling vibes despite nothing actually scary happening until the very end. I love how everything looks and figuring out where to go and how to use each tool was quite fun. Only "complaint" is that the sound of the footsteps is a tiny bit off, I kept thinking there was something walking behind me even though they were my own footsteps. Can't wait to see the final product though, you guys are doing a great job.

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Thanks for the review! The feedback will help me a lot, already working on the mouse sensitivity option

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This was a lot more unsettling than I was expecting. Really effective slow burn horror, I like how we're not given any particular goal or objective and can just explore freely, especially as the use of the tools get introduced. I don't think I even saw everything in this area which makes me even more intrigued for the full game. And the ambience is... I'm still feeling uncomfortable even now because of how effective that was. The constant sound of scratching or possibly cracking had me looking around every time I heard it. I was so on edge when that 'thank you for playing the demo' message came up and I still don't really feel like that tension has gone. Will definitely be wishlisting this and keeping an eye out for the full release.

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I like the game so far. The atmosphere is really eerie, when walking through the corridors. The steps seem a little bit off, so I often looked around if something walks behind me, mimicing my steps and always being one step too late when I stop. Alongside with the other sound effect it sounded like something is crawling behind the wall, ready to jump at me. I absolutely liked that feeling.

Not so sure about the notes I found and giving the things created by the Old Ones too much culture rather than just being created to worship the Old Ones. Yes, there were some kind of strange cities mentioned by Lovecraft, but I would not make them too similar to mankind with their colonizing and stuff.

Maybe there is an easier way for the equipment. I found it pretty impractical with the wheel, maybe just add quickslots on the bottom screen. Yes, we can already use quickslots, but would be even easier to use when you see what you got with you directly. On the other hand I really like that there is no HUD at all and you can totally focus on the environment and atmosphere.

Looking forward for a full game, I will definitely play that.
Keep doing such good work here.

Hello, I played this Demo and I liked it, good work! :)

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Thanks!

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A beautiful game, enjoyed it very much!! Lovecraftian games are my favourite! 

Thanks!

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Definitely hitting the creepy but lore heavy with this demo. I loved how you have the player think about how to get to point A to point B

Can't wait for the full game or more. 

Keep Being Awesome 😁🤘❤️

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A really interesting and quite beautiful game. I'm looking forward to seeing a full version. 10/10 

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Thank you!

At the Mountains of Madness is one of my favourite Lovecraft's stories, so it's really nice to see a game inspired by it.

The architecture was weird and eerie, I liked it, as it creates a nice atmosphere for a horror game. It also had some interesting mechanics, like using the ladder to reach far away areas or the pick to break the ice. The lore bits were really nice too, and it was well thought that you could write them down to check them later.

Some feedback:

  • The collisions of the stairs were strange: it didn't let me go upstairs sometimes.
  • Pausing the game to explain the controls was immersion breaking. Maybe is there a more subtle way to explain them?
    • With in-game notes (maybe they are a bit immersion breaking too though)
    • A smaller popup in one corner of the screen
  • I felt that there were too many equipments from the beginning, so starting the game with that many options was a bit confusing. Maybe you could can pick new items while exploring the ruins and add them to your equipment instead?
  • I forgot to pick up the ladder and I couldn't go back to get it again as there was a small wall that was preventing me to do so. Having to take care of your equipment is a really cool mechanic, but it could break the level design easily!
  • Using the ladder was a bit clunky sometimes. That is not bad by itself though, as it could be really interesting to have to use the ladder while something (aka Shoggoth) is chasing you, for example.

It was a really nice demo! It has a lot of potential to become a cool Lovecraft inspired game. Looking forward for more updates!

I forgot to mention, but I think it would be better that the ladder is limited to the areas that you need to use it. And/or maybe that you didn't need to select the inclination. If you could use it everywhere, it could easily break the level design or make players stuck on some places.

And mostly for your ease mind too, as it sounds like a pain to program that!

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My first test was with limited areas for the ladder, but it ended up being a mechanic a lot less interesting according to the early feedback I got. The programing has being a personal hell for me, but it is making the game more interesting, so I intend to keep polishing it until it gets to a better point. Thanks for the feedback!

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I would agree with you for another game. But in this one, you are an explorer, so, making people responsible for their equipment is quite a good aspect (in my opinion). The same is true for the limited pages you have at your disposal. It suits pretty well.

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I agree! Having to be responsible for the equipment was a really cool mechanic. It feels like you are a real explorer.

My feedback about that was more about it being a tricky mechanic to design, as the player could get stuck easily if they forgot the equipment in a unreachable area.

But definitily it's a mechanic that is worth polishing, as it makes the game more interesting.

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Aaah, I see ^^

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Thanks for the feedback! This section of the game is actually not the beginning, so there is actually a progression for getting each of the equipments (I made the demo this way so the player can have a little taste of each). About the rest, it has all gone to my list of things to polish, thank you very much!

Good game

Thanks! I see the game is lagging quite a bit. Thanks for showing this, there is still a lot of optimization I need to do

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Overall a pretty good demo, with interesting mechanics ! I really enjoyed it. The architecture is really nice, the bits of context and the ambiance as well.

As OatsinOrbit mentioned most of what I wanted to say, I think I'll leave it at that.

Thanks for the demo ! I wonder what's next to uncover (gameplay wise and more!)

Thanks!

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This was a lot of fun! It's a slow burn, but you lay a really solid groundwork for a great future game here. I'm hoping that you're able to tweak a few of the little things you mentioned being a hassle and get the right balance of horror and story working out! Can't wait to play the full release, I loved the little exploration mechanics.

Thanks!

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That was a lot of fun to play! The system you have in place for the useable items is executed very well! Breaking through the wall of ice with the pick was very satisfying! Also, I like that I had to remember to pick my ladder back up before continuing onward. That feature encourages the player to value their items more!

A couple of suggestions. It would be nice for the tab inventory to close out once an item is selected. and I noticed the ambient music loops awkwardly, somewhat breaking the immersion.

But other than that, the bones of a great game are here! Good work! I'm excited to see your progress!

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Didn't though about the inventory closing on item selected, but it is a great idea. Thank you so much for this feedback, this will help me make the game even better!