Thanks!
forceofwhat
Creator of
Recent community posts
Thank you for playing! I tried so many things with camera, in the end I used worlds most chaotic settings. And it worked! In the image you can see the lens is 35mm but the sensor is set to 100. This moves camera back and much more things into perspective but also distorts it. Camera is at 2.3~~ meters height but the shot makes it feel like the staircase is 4-5 meters long.

I also put everything on the composition guide lines to make it good but the broken perspective breaks that sens of goodness. You know something is wrong but quite tell. This idea also shaped the whole game actually. Every interaction makes you question about the NPC's motivation. Well not os much cause it had to be kept short, but on the future releases I intend to put more lore and more meaningful dialogues. I'll make the game even weirder in the future. Placeholder street will be known for it's weird atmosphere!
Thanks you so much for your comment!
Thanks for playing! Yes I spessifically aimed for the PS1 era atmosphere, some lights and composition might be similar from those. For the dialogue, I prevented some of it but some always misses. I am thinking abour rewriting the code to prevent it totally. Cause I need to manually disable and enable teleportation during dialogues, which is not a great way. Thanks for you comment!
Thank you for playing! I was thin king about highlighting the clickable areas but thought it could be done later, cause even if you randomly click you can find your way. But the pointer trick is a very good idea, I might implement that.
And as you mentioned, I made %90 things in Blender, now I'm remodelling everything to match my vision completely. Also to make it modular so it won't be a problem in the future. I got inspiration from older puzzle flash games, where you click and move between the screens. A modern approach on 3D models and lots of filters created a good combnination I believe. Thank you for your comment!
That's a good suggestion. I actually wanted to create more dialogue branches depending on the inventory but I put my time mainly on modeling. That's why I put the bloody knife but as you see we can't ask any questions about it. Katya mentions it briefly. But yeah, that's something I want to expand! Thanks for the feedback.
Can you please explain how the game goes? Many people had similar issues on how to advance the game. I took some items, looked at the messages and got bigger. Also the partner became smaller too? I'm not sure what else I need to in order to advance.
The idea that neither the phone nore thje partner can be trusted is good but before talking into story depth mechanics should allow us to go further.
Everything is near impossible to see. The flaslight was very useless, in the dark corridor it doesn't even reach other wall. I missed the key at first then I found the door, couldn't open so searched for the key, after 2 minutes I realized the note on the side of the wall, I went back to starting area only to not being able to find any key. It is just to dark to see anything.
Maze with dishonest notes is a cool concept. We can get tricked byu anything. But I got tricked by the mechanics itself, which was kinda frustrating. With improvals it can be really good!
Yeah, as long as I have time I will enter other jams. /jam/gbjam-14 I will probably join this but I have no idea how to do a GB game, we'll see. Given that you want to to pixel art you may want to check it out! I also added you on Discord. Good luck in your journey!
I believe you gonna love Mark in the story :D I also followed you back, waiting to see what other projects you gonna do next! I am also improving myself as a solo dev so we really are similar in some terms. We could help each other in any way!
For the blender, it just takes practice, you know. I have now ~450~ hours on it. I learned most of my skills from Grant Abbitz, if you want to check out his youtube channel. Very great guy.
Thanks for reaching out like that again!
Thank you so much. I'm really glad that you liked the enviroenmnt and atmosphere. I wanted to create branches for the story but when I try to over achieve games tend be unfinished. But is my future plan! First I'm gonna lay out the whole story, then I will seek chances to deceive the player. Trust No One is theme afterall.
I've been learning Blender for over 4 months now and learning Unity for over 2 years. I'm still terrible at coding so I put the heavyload on modeling part. It was still a lot of work :D
About Mark... He really is a problematic guy :D You may discover more about him in the future.
This judging concept is really cool. But it might get overwhelming too fast. Yours has only 2 cases so didn't have a chance to overwhelm. It was pretty fun to play and think about it. I wish I could see if I made right choices, or other types of result. I liked the UI but it has some problems. Pointer boundaries is different from the hammer so it was hard to click. Therefore it was hard to read the paper with 10 pages. I really liked the game, with more interesting cases and some results mechanic it would be really nice!


