Beta 0.9 Discussion [SPOILERS]

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RightClickSaveAs
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Re: Beta 0.9 Discussion [SPOILERS]

Postby RightClickSaveAs » Wed Sep 10, 2014 6:59 pm

Finally played through the new level, I really liked it. The hand grabbing Thomas from under the bed was really intense, and the dolls pay off in a big way with this level. It had such a sweet ending, I wasn't expecting that at all, and I like that little bit of hope and happiness :)

I had trouble finding this branch, although if I hadn't been looking for it I would have probably gotten it by default. As it is, I tried backtracking and taking different routes, not knowing the backtracking was getting me away from that branch. My next step was going to be backtracking all the way through the forest and seeing if something was different, but then I gave up and took a look at JPrice's guide (thanks JPrice!).

Does everyone else agree that the most likely path most players will see is Insanity -> Childish Dreams -> Wayward Dreamer? Playing through for the first time that's what I imagine I'd get.

I haven't been doing much bug hunting lately, but now that everything's in, I'll be sure to run through all the levels, probably this weekend.

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matt
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Re: Beta 0.9 Discussion [SPOILERS]

Postby matt » Thu Sep 11, 2014 9:17 am

I did add the teeter in to Insanity, so hopefully it deters some people from jumping off the cliff. There is a chance that some people will deliberately try to push their character off, but at least players have to make a choice.

I'm glad you liked the new content! Wayward Dreamer is our best level I think.

Thanks for playing through and giving your feedback!
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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Re: Beta 0.9 Discussion [SPOILERS]

Postby JPrice » Thu Sep 11, 2014 2:38 pm

OK! So first off I completely forgot to say what I thought of the new teeter animation. Looks pretty good :) I think it should solve the problems that you were having with accessing that branch (Thanks a lot for mentioning me in the Kickstarter post by the way, feel like a real Producer on the game now hahaha I kid I kid :P)

Back on topic though, I finished another playthrough of the final level and here are my thoughts:
- Love the opening of this level, talk about a bait and switch hahaa. I was like "Hmmmm this seems familiar..." and then before I knew it I was being dragged away!
- I like the music in this level, it's rather subtle and foreboarding I find. Not as pronounced as the other tracks but it really works :)
- That church window: I'm not sure about it. I love the idea behind it as an interactable as it is different but I think the design is a little too "clean". Then again that may have been the intention so what do I know hahaa
- New enemy! I was waiting for the dolls to be implemented in some capacity hahaa. They're a cool enemy though, I like how the stalk and slowly track you down. Granted I didn't get killed by them really (unless it was a necessity) but they still maintained a pretty good threat in the time you spend with them. I especially like how near the end they swarm you, that gets really tense then hahaa :)
- Speaking of enemies, I love the placement of the Inmates in some spots, like the one pacing in front of the door and the two going parallel to each other. Made for a nice surprise that I wasn't expecting!

Overall I'd say it's top stuff! I can see why you say that it's one of your personal favourites. I'm not sure what mine is, though at the moment I do have a fondness for Final Descent just because of how varied it can get and the surprises it has. Saying that though every level has its surprises hahaa

I did have a few questions though if you don't me asking in this thread :)

Is this it for the builds then? Because I assume the next one will be the final release build and all hahaa

Also when might you be sending out codes/review copies to reviewers/Youtubers? I ask because I can't wait to see what the reception from both parties is going to be like. I have a good feeling that they'll find it a fresh and unique take on the horror genre (Well that's how I feel about the game anyway haha :P)

Finally any idea when the game is going to be officially "finished"? if not then can you let us know when you do actually finish it when the time arrives? I wanted to write a ceremonial post about how I've felt during the entire development process (Given that I've been there since the Kickstarter). Just a small little thing that's kind of like a send off of sorts, if you're too busy to do that then I'll just write it on official release day or something haha :D
"Always look on the bright side of life"
Check me out on Steam if you like! - http://steamcommunity.com/id/JPrice321/

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Re: Beta 0.9 Discussion [SPOILERS]

Postby matt » Thu Sep 11, 2014 2:49 pm

Thanks a lot for mentioning me in the Kickstarter post by the way, feel like a real Producer on the game now hahaha I kid I kid

I like to give credit where credit is due! :-D I really appreciate all your feedback on all of the early builds on the game. It's been really valuable to the development team.

- That church window: I'm not sure about it. I love the idea behind it as an interactable as it is different but I think the design is a little too "clean". Then again that may have been the intention so what do I know hahaa

It was really challenging designing a stained glass window that worked with our art style. I don't think it's our strongest asset, but I don't think we'll have time to revisit it - especially because I'm not sure how to make it better. It is supposed to be different and weird, so I don't mind it standing out a little.


Is this it for the builds then? Because I assume the next one will be the final release build and all hahaa

Probably not. The next one will probably be called version 1.0, and we are shooting to finish it on the 19th, but we plan to keep working on the game.

Also when might you be sending out codes/review copies to reviewers/Youtubers? I ask because I can't wait to see what the reception from both parties is going to be like. I have a good feeling that they'll find it a fresh and unique take on the horror genre (Well that's how I feel about the game anyway haha :P)

We'll probably give the 1.0 out to reviewers and youtubers. I was hoping to get them a build with a little more time in advance, but I think we'll need the next week to get the sound where I want it to be. The dolls don't have sound. Interestingly, we did try out a creepy mocking voice for the dolls where they would invite Thomas "to play", but I cut it at the last minute.

Finally any idea when the game is going to be officially "finished"? if not then can you let us know when you do actually finish it when the time arrives? I wanted to write a ceremonial post about how I've felt during the entire development process (Given that I've been there since the Kickstarter). Just a small little thing that's kind of like a send off of sorts, if you're too busy to do that then I'll just write it on official release day or something haha :D

Well, I'm not sure a game is EVER finished these days. Eduardo is planning on improving the sound up until release, and hopefully we'll continue to polish the art and a few other small things. Release date is probably a good indication of when to call it done, but you could call our version 1.0 "done" if you'd like. Post release, we'll probably continue to patch any bugs or issues that come up. Hopefully we won't need too many of those. *fingers crossed*
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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Re: Beta 0.9 Discussion [SPOILERS]

Postby JPrice » Thu Sep 11, 2014 4:15 pm

matt wrote:It was really challenging designing a stained glass window that worked with our art style. I don't think it's our strongest asset, but I don't think we'll have time to revisit it - especially because I'm not sure how to make it better. It is supposed to be different and weird, so I don't mind it standing out a little.

That's fair enough, it's not a deal breaker or anything. It's still effective within the game environment and suits the style well. So don't worry about it being too out of place, it still looks cool so hahaa.

Probably not. The next one will probably be called version 1.0, and we are shooting to finish it on the 19th, but we plan to keep working on the game.

Oh that's cool. I think you should be ok getting copies to people around the weekend of the 19th. Did you make a finalised short list from all the LPers suggested in that other thread or are you just gonna go for all of them?

Well, I'm not sure a game is EVER finished these days. Eduardo is planning on improving the sound up until release, and hopefully we'll continue to polish the art and a few other small things. Release date is probably a good indication of when to call it done, but you could call our version 1.0 "done" if you'd like.

Well I'll just do it on release day or the day before, works fine for me!
"Always look on the bright side of life"
Check me out on Steam if you like! - http://steamcommunity.com/id/JPrice321/

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Re: Beta 0.9 Discussion [SPOILERS]

Postby matt » Fri Sep 12, 2014 3:31 pm

Since I want to concentrate the Let's Plays around release date, I'll probably give the big channels the keys first saying it'd be great to release the video around launch date. Then I'll probably wait for the smaller channels. I feel like the smaller channels may want to "scoop" the game, and publish a Let's Play ASAP, which might force the hand of the bigger channels, and then we might potentially miss out on the launch buzz - and people who are impatient will just watch the entire Let's Play before the game is actually available to buy.

I don't know if that would really happen, but with press embargoes, usually if someone breaks it, then everyone breaks it. I don't want a formal embargo especially because it's all out in the wild already (and there are Let's Plays of the entire game - but not on any big channels), but I think it would behoove me to make sure the bigger/busier channels get time to play it before some of the other ones. I'm planning on giving it out to pretty much every youtuber I can think of by launch because I might as well. I suppose the smaller channels might be a loss of a sale, but they'd only need to sell one other person on it to cancel that out.
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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Re: Beta 0.9 Discussion [SPOILERS]

Postby GabrielPP » Sat Sep 13, 2014 7:37 pm

SOOOOOOOOOOOOOOOOOOOOOOOOO
There is a lot of time since I last played the beta ( I actually played on alpha build @_@ ) .
and I'm amazed, really.
I could just play until "coisas de criança" ( that with a free translation would be "childish things" in english), but even so, there was a part that I had already played, and it was good like the first time, even the spooky things that I already know that were going to happen, still got me and scared me.
some things that were already there I didn't noticed at first, others were polished and better in a awesome way.
So, some things that I noticed that were different:
•the stairs part, that is amazing, really, I loved those, at the beginning you see the entire black part above and then at down stairs, even if I knew there wasn't any trap ( I think at least) it still got me that creepy feeling like "there could be a million things there" like a child that is afraid of something in the dark.
•the animations are SO SMOOTH (I'm not saying that they were bad before, but they are really better!) the fire, the walk, the running, the fatigue breathing...etc.
•the sounds, are better, at the running I could feel this, now I can know when he is going to get tire for the sound, not a time that I'm used to, this was something that really make the difference. another sound thing, when I walk through blood, the sounds at the steeps change, and that is a really good thing, it makes me more "in the game", because due to a sound I can "feel" my feet at something "slimy" on the floor.
•one thing that I said at the first time that I played and you guys worked on that and I really liked, after you get the ax, before you could walk back at the dark corridor like it was nothing,l and now you wake up again, like "you died" and I think that this was one really good improvement, because I really feel that I needed to continue
•THAT BLIND MONSTER THAT I HADN'T SEEN BOFERE, THAT THING, EVEN IF IT KILLED ME A LOT OF TIMES I REALLY LIKED, the design is really great, you see his eyes and you get that he is blind, due to the times when he stops you instantly freezes too, and THANKS TO THAT I WAS AFRAID OF THE RUNNING BUTTON THE ENTIRE TIME, and that was something brilliant, because is like "hey you that is running like a 'rushed guy' keep it cool or you will die"

a plus thing that isn't one feature but the entire game, I love how this game don't think that I'm a idiot, I don't need a tutorial, I don't need to get things at my face to understand how they work, your game is intelligent matt, and that is one thing that I love in games like Dark souls, the games teaches you with him self, with his enemies, traps, bosses, you showed the first wardrobe without any monster, so I learned that I could hide my self, you put steps sounds and vibration so I didn't need to get killed one time to knew that I need to hide, or even, what I need to do, that is a really amazing point in a game for me.

some bugs that I founded, and I don't know if they were my fault ( controller, because I use one ps3 controller with motion joy), or if it was the game:
•every time that I exists or enter a door, if I keep the stick pressed to one side ( left or right) the animation when he exists is his back, like when he is entering the door, or another thing that happend when I enter some place was that the character would walk to the down part of the level, like there was a invisible wall ( that is faster then the other animation problem, but it happened quite a lot)
•I don't really know what the hell happened at one point, that I was killed, and when I woke up again my controller wouldn't stop the vibration and it stucked (even if I was not pushing) to keep walking to the left side, so I closed the game and opened again, and it was normal.


now the translation ,I played since the beginning with the portuguese features, and I kind ignored that I know english, and I have to say, it's great!!!!!, congratulations, you deserved, seriously, I'm tired of games that they just do translation like "we did just to say that we did it" because portuguese is one language that they usually don't put much effort on it, and it usually sucks, like, really, anything sounds like normal, or is too formal, etc.
but the translation is really good, I just think that with some points it could be better:
•at the Gabrielle grave, I think it would be good if it has a sub for what is written, in portuguese we usually says "Aqui jaz "pessoa" *data* amada/ querida" = "RIP *name of the person* *date* belloved) ( Rest in piece would be written " descance em paz" but whe dont writte "DEP" we say "aqui jaz" that is equal to "here it is" in a very formal way [really formal])
•at the cutscenes when I pause the game, the first option is "ignorar" that means "ignore", I don't know how it's in english, but for cutscenes we are used to say "pular" like "skip" in english.
•this one is a really boring one that everyone that speaks the language wound't even bother, but is actually wrong, in portuguese we have 4 "why's", when I say "Por que" in a question its written separated like "por que", when it's a answer it's written together like "porque" BUT, there is one thing that most people (without a good study, witch is pretty common) do wrong, when the "por que" is at the middle of the sentence or at the end, it's written "por quê" with a accent, for example, "why did you do this?" = "Por que você fez isso?" and "Did you do this? Why" = "Você fez isso? Por quê?" AND the same thing applies to answers, if the "por que" is at the middle or the end, it has accent "porquê".
The thing is that in the game the phrase " My god why have you forsaken me" is actually written "Meu Deus, por quÊ você me abandonou ?", Yes I now I'm really being a pain in the ass with that, but that is our grammar :cry:
•another thing, in portuguese all the phrase has to be at the same "number" of the subject, like "the dogs are eating" we put the plural at the end, so it would be "oS cachorroS estÃO comendo" and not "os cachorro está comendo" ( without "S" is at the singular, and the verbs changes the end to make to the plural too); SO, at the phrase ""dreams are the enemy of the guilty" there is missing plural in some words, the correct is "os sonhos são oS inimigoS da culpa"
•one other thing that I think that you guys forget it, there is one room ( room 4) at the very beggining of the third chapter. at the asylum, there is the phrase "my god why have you forsaken me" but there is no sub, I know that the phrase already appeared one time, but at all the others rooms it the subs appeared even with they were repeated.
•and thee "è" that you said that you already know that is "é"


AAAAAAAAAAAAAAAND that is for now, Matt I actually would like if you could send me the text in portuguese D:
because at the cutscnes is a bit fast for me to analyse if there is some grammar mistake.
I will help in what I can, and I really hope that I all that I wrote helped you guys in something :cry:



EDIT:
and I forgot to say some things:
THE VOICE ACTING, I LOVED THAT <3

plus that part when I need to step on the shards to get the attention of the monster, I THOUGH THAT THIS WAS PRETTY INTELLIGENT, BUT MAAAAAN I lost the count of how many times I died on that part trying to discovered what I needed to do, but please, leave the way it is, because this is one of those thins "this was simple, but difficult, so when I did I felt rewarded )

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Re: Beta 0.9 Discussion [SPOILERS]

Postby matt » Sun Sep 14, 2014 1:26 pm

I'm so glad to hear you are enjoying the game! We've been working hard improving the game slowly but surely. I think the sound especially has come a long way. We are still polishing some animations for the next build, so hopefully, that'll be EVEN better. :)
one thing that I said at the first time that I played and you guys worked on that and I really liked, after you get the ax, before you could walk back at the dark corridor like it was nothing,l and now you wake up again, like "you died" and I think that this was one really good improvement, because I really feel that I needed to continue


I only added that because you and other people on the forums pointed it was lame. haha I doubt I would have done it without your prodding, so thank you!

every time that I exists or enter a door, if I keep the stick pressed to one side ( left or right) the animation when he exists is his back, like when he is entering the door, or another thing that happend when I enter some place was that the character would walk to the down part of the level, like there was a invisible wall ( that is faster then the other animation problem, but it happened quite a lot)

I suspect this is the way our input remapping system works. If you hold the direction through the door, everything works fine. If you hold a random direction, then your controls are screwy for about half a second. It might be too late to overhaul that system though. Hopefully it's not that big of a deal.

I don't really know what the hell happened at one point, that I was killed, and when I woke up again my controller wouldn't stop the vibration and it stucked (even if I was not pushing) to keep walking to the left side, so I closed the game and opened again, and it was normal.

I wonder if that was an issue with MotionJoy? I haven't seen that. Has anyone else who plays with a 360 controller?

For the translation, I appreciate your help. I'll e-mail you the spreadsheet.

Thanks for playing! :-D
-Matt Gilgenbach
Lead Frightener at Infinitap Games


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