@HideWorksGames It really looks the part, and the movement is perfectly restricted for horror.. do the enemies die too easily? In classic survival-horror, it takes a lot of shots to kill an enemy, and you don't have many bullets, it adds a lot of tension..
@TLGameStatus Saturday morning is not a great time for this. I realise you have to fit this into your work-week, but please consider the timezone of the players on those servers...
@RobinPoedev The movement feels really good - fast, snappy. I hope you keep it as-is. One improvement is "sliding" sideways whenever you hit an obstacle that stops you moving forward (by moving sideways one pixel frame towards the opening) - "A Link to the Past" used this technique.
@BrianneDressen please please please read "Cure Your Fatigue" by Morley Robbins (about the minerals missing in our collective diet, as well as poor diet) I can't promise it will help, but since your dietary changes had a positive effect, it's worth a read.
@NinjaKittyLife@DreamedAwayRPG There was a really good Boss Keys episode about this, although it doesn't talk about the use of the dark rooms directly. It does show how those rooms have an enemy chasing you to raise tension - https://t.co/kY4wQKphc8
@NinjaKittyLife@DreamedAwayRPG Totally agree with this - one thing you can do is put the player through a half-darkened area, and then lead them through a narrower pitch-dark area, as a way of raising the tension... change the music, add some flickers of movement in the shadows, etc
@DreamedAwayRPG It helps with player orientation to see the darkened surroundings, even if enemies are invisible in those areas. Do you want the player to feel lost in the dark, or more confidently explore a dark area? What's the theme of this area? How should they feel?
We're incredibly excited to announce that Pathway is releasing on April 11th on Windows, Mac & Linux!
We can't wait for you to embark on your own grand pulp adventure! π€
π½οΈ Launch trailer: https://t.co/JlC3QEFZTJ
π Wishlist on Steam: https://t.co/Ge8fPWXt0P