It was beautiful ya kno ive never played such a real game like that the ending was touching and actually taught me something ya kno....Good job keep it up
It was beautiful ya kno ive never played such a real game like that the ending was touching and actually taught me something ya kno....Good job keep it up
This is just amazing. Did anyone that when you are looking down you are slow, and when you are looking up are fast?
Very good, *thanks author for that experience.
Some people like food that is, to them, properly bitter.
Numerous aspects of life also feel bitter.
Such a game would just not work if it did not bring "can't see where to look..," "like i am lost in the woods" kind of feelings to the player, and just had a "click [next]" or "there, trespass!.. those 2 seconds of walking directly forward." Personally for me, that have easily balanced what some folks have complained, the "JUST 51-hour of work" mouse control.
As of toggling the flashlight with a button. I think such a feature would've "detuned" the game a lot! And yes, I, too, have a habit of pressing "l," the pressing "f" "looking for a flashlight" (Half Life, or DX.) Like, when a movie is made.. There are operators; and there are light technicians, and those folks should.. I dunno, at least drink a tea every three days with the director.
I can agree with the other reviews stating the lack of interaction in the game but very quickly understood that this game wasn't about interacting with the world. Loved the concept of overcoming your inner daemons and understanding ones self better. For the time it was made in I can't complain, but will say that maybe if you feel like running with the idea and expanding the game to have multiple sections of the game letting you immerse yourself in each aspect of the personality that we fight.
Well, I can't say it's bad It does convey a good message and I see what was attempted in the 51 hours of development; however I would like to see this idea explored further and with more subtlety.