The flashlight should have different icons for different states, II for full light, I for low light and 0 for no light.
As an alternative for the batteries recharging, I suggest a hand-crank that causes noise as a trade-off. I have a similar-looking hand-operated flashlight-dynamo-radio combo. Maybe have a radio function that also gives guidance or signals? Maybe radio beacons on the explorers to help find them?
Is the player status icon also a health indicator?
The crawler-man is purple for me.
Any item that is usable should be used with just pressing E and should give feedback that it has been used. I'm looking at the save station and the barred way up. I see some usability but I don't know what I lack or need for a given item.
It would help that there would be visible item slots and icons showing which slot is occupied. I picked up the first-aid pack thinking it would instantly heal me but instead occupied a slot without me noticing.
I think you really captured the feeling you would expect walking into such a disturbing environment. It could use a bit of polish but comments on here sound like your going in the right direction.
Yeah, it was a little hard to track down due to search engine optimization. Had to use duck duck go to get anything good although I guess I should've started on itch.io. Guess they got caught up in the rush to get the video up. Went ahead and put a link in his comments and hopefully a few more people do too.
I don't know if the game is finished and I'm not built for horror games, but I played a little I guess I found one bug: The flashlight stops working when you enter the radioactive/poisonous area by mistake
The atmosphere seems on point (or maybe that's because I'm playing at 4 A.M.). I can see your game being featured on channels like ManlyBadassHero or Aplha Beta Gamer.
Yeah, that's gonna be difficult, as almost no one even has a clue as to the layout of the map. Perhaps at some point have a map item in the game that gives a basic layout of some parts of the map, or at the very least shows a small radius around a central dot representing the player. Would be good to mark off crate areas as well. As for the darkness, Imma find a gamma setting and amp that up a bit.
I have completed it, I dont know the layout really but I do know that the blue door is on the side of a corridor and contains gas masks, the yellow door is at the end of a remote corridor and contains the green card and the green door is in the green fart area in this massive atrium like room with 4 exits/entrances guarded by one of the worms you need to crouch around - it has 2 big exits/entrances and 2 smaller ones and one of those is locked by the green door which holds the pink card and the pink door is in a chamber adjacent to the room you start in through one of the BIG tunnels, the one FURTHER from the lesser copeopd (the tiny bug with long legs that lifts its legs up to "intimidate you") and is guarded by an abysmal copepod (the big lobster homie) (you dont need to crouch around the abysmal copeopd, in fact even running is ok but dont get too close) and the purple door holds a key that opens the massive door with the metal ramp and the white lock (the "that looks official" - Markiplier 2023, door) hope this helps.
Bonus tip- you arent safe inside tke keycard areas, every piece of fauna, including the stalker homie can clip right through so be careful!
Don't worry I already implemented an item that can help you navigate the pit in the next update, and for the darkness ill find a solution for that problem
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So a few bits of feedback:
The flashlight should have different icons for different states, II for full light, I for low light and 0 for no light.
As an alternative for the batteries recharging, I suggest a hand-crank that causes noise as a trade-off. I have a similar-looking hand-operated flashlight-dynamo-radio combo. Maybe have a radio function that also gives guidance or signals? Maybe radio beacons on the explorers to help find them?
Is the player status icon also a health indicator?
The crawler-man is purple for me.
Any item that is usable should be used with just pressing E and should give feedback that it has been used. I'm looking at the save station and the barred way up. I see some usability but I don't know what I lack or need for a given item.
It would help that there would be visible item slots and icons showing which slot is occupied. I picked up the first-aid pack thinking it would instantly heal me but instead occupied a slot without me noticing.
My character is going backwards and i cannot stop it! Just a bug.
Might be another controller like a steering wheel interfering.
Nice map and good on capturing the feel of being trapped in a vast fleshscape
Would like it if there was an option to have the flashlight recharge faster, though
Also, was it intended for the humanoid thing in that room with the save point to be bright purple or is that a bug
there are batteries inside some containers that will help
and that purple thing might be a texture problem and I have no idea how it occurred into your gameplay...
I got the purple bug too for the crawler-man. I thought it was intentional?
I got hopelessly lost in the area with the ballast sirens and stinging triocanths or whatever they're called
yeah... the only guidance you'll have is those floating buoys with a red light
Ahhh so excited to see someone made this into a game! I adore this world
I think you really captured the feeling you would expect walking into such a disturbing environment. It could use a bit of polish but comments on here sound like your going in the right direction.
I really appreciate it for putting up my game on your channel and the feedback
why didnt markplier like this in the desc of their video kinda rude of him
Yeah, it was a little hard to track down due to search engine optimization. Had to use duck duck go to get anything good although I guess I should've started on itch.io. Guess they got caught up in the rush to get the video up. Went ahead and put a link in his comments and hopefully a few more people do too.
I don't know if the game is finished and I'm not built for horror games, but I played a little
I guess I found one bug: The flashlight stops working when you enter the radioactive/poisonous area by mistake
The atmosphere seems on point (or maybe that's because I'm playing at 4 A.M.). I can see your game being featured on channels like ManlyBadassHero or Aplha Beta Gamer.
I'll replay it later when it's day
yeah... i noticed some bugs too like the copepode not be able to kill the player sometimes, but Thanks for the report i'll be fixing it ASAP.
OH I'M DUMB, I didn't know the light could run out or you could change batteries in the flashlight
The map is huge and I still don't know how to open the doors, I haven't found a card or something like that
No its my fault that i didn't give a heads up that there's a battery life in the flashlight...
And there is a total of 4 color coded keycards green, blue, purple, yellow and they are in crates scattered around the pit
Good luck finding them :D
Yeah, that's gonna be difficult, as almost no one even has a clue as to the layout of the map. Perhaps at some point have a map item in the game that gives a basic layout of some parts of the map, or at the very least shows a small radius around a central dot representing the player. Would be good to mark off crate areas as well. As for the darkness, Imma find a gamma setting and amp that up a bit.
I have completed it, I dont know the layout really but I do know that the blue door is on the side of a corridor and contains gas masks, the yellow door is at the end of a remote corridor and contains the green card and the green door is in the green fart area in this massive atrium like room with 4 exits/entrances guarded by one of the worms you need to crouch around - it has 2 big exits/entrances and 2 smaller ones and one of those is locked by the green door which holds the pink card and the pink door is in a chamber adjacent to the room you start in through one of the BIG tunnels, the one FURTHER from the lesser copeopd (the tiny bug with long legs that lifts its legs up to "intimidate you") and is guarded by an abysmal copepod (the big lobster homie) (you dont need to crouch around the abysmal copeopd, in fact even running is ok but dont get too close) and the purple door holds a key that opens the massive door with the metal ramp and the white lock (the "that looks official" - Markiplier 2023, door) hope this helps.
Bonus tip- you arent safe inside tke keycard areas, every piece of fauna, including the stalker homie can clip right through so be careful!
Don't worry I already implemented an item that can help you navigate the pit in the next update, and for the darkness ill find a solution for that problem
also the reason i made the map big is because i wanted to add more wildlife to the pit making it a diverse ecosystem.
It would be nice to see that the critters are just as happy to eat each other as well as you.