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A terrifying psychological horror game inspired by the developer's battle with mental illness. Explore nightmares! Branching narrative!
A terrifying psychological horror game inspired by the developer's battle with mental illness. Explore nightmares! Branching narrative!
3,608 backers pledged $106,722 to help bring this project to life.

Responding to Feedback about the Demo!

Posted by Matt Gilgenbach (Creator)

Firstly, I am in cloudy Seattle about to set up our booth at PAX. (Booth 885, so please stop by if you are here!)

I've gotten a lot of helpful feedback about the prototype demo already, and it hasn't even been up that long! That's great for a game developer. Feedback can only help me make the game better.

One of the main things that I've heard is that there isn't enough interaction. I totally agree! It's something we'd like to do, but just don't have the time. I put together a video yesterday before I flew out discussing my plans for interaction as well as a little bit about the story content (or lack of) in the prototype demo.

The prototype demo is just that - a prototype! It is meant to prove to us (the dev team) as well as you that we can create a frightening world a unique art style. I think it succeeds at that, but it's not really "a game". If you just wandered around locations picking up objects,that wouldn't be as good of a game as what we have planned.

Besides adding more interactions, we are also planning on adding enemies. I'll add another update talking about that later. Anyway here's the video:

Thank you all for your support! We are progressing steadily towards our target. Please help spread the word, so we can meet our goals! :-)

-Matt Gilgenbach

Comments

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    1. Matt Gilgenbach 2-time creator on

      Alex,

      Sorry for the delay in responding to your comment. I've been crazy busy with PAX. I totally agree - the sink should be interactive. I felt pretty dumb that I completely overlooked that. Pretty much everyone at PAX did exactly the same thing.

      It is funny when you develop a game, you have this tunnel vision. You think the way you designed your game is the only way people will play it. Once you put the controller in someone else's hands, you find out how wrong you are!

      We will definitely make the sink interactive in future versions of the game. Thanks for your feedback!

      -Matt

    2. Moeez Siddiqui on

      Coloured interactive objects is a great idea. Will reduce chances of pixel hunting. Hope you enjoy PAX!

    3. Alex Wickersham on

      I found the "you can interact with things that are in color" thing a bit confusing right at the beginning when I found the sink and couldn't interact with it. I understand the idea that blood is different, although at first I thought I should be looking in the sink or something. But then make sure you don't mark anything as interactive with just red, because I wouldn't think to try to interact with it after the first couple of bloody things don't produce an interaction.

    4. Dennis P Pratt on

      I think it's good to keep some flavor and surprises secret - works for me. :-)