Re: Alpha 0.4 discussion [SPOILERS]
Posted: Wed Jun 18, 2014 2:21 am
I liked most of the changes to the older levels. The paintings are starting to have more variety. The jump scares were effective. I jumped a bit from both the hand coming out of the door and the hand coming up from the stairs. The story elements are definitely creepy and disturbing, and seem to thematically fit together--pulling out your veins, stabbing yourself with the knife from Gabby, having your Achilles tendons sliced. You're giving new meaning to the term 'cutscene', haha. I'm glad that you added some glass to the asylum level before the the enemy encounter where you have to distract it. It makes sure that the player isn't completely unfamiliar with the mechanic when they get to that point.
Here are a few suggestions/criticisms. I'm a little surprised that I just now noticed this, because I don't think it's actually changed, but when the player or an enemy is walking through a partly shadowy area, the shadows appear on them exactly as they were in the background, and it can have the effect of making the character appear translucent. I first noticed when the baby monster was walking in front of one of the cabinets. Maybe it's because the shadows kind of looked like wood grain. But once I saw it that way, I kind of kept noticing it, almost like one of the optical illusions that you can see as either a face or a vase. I'd be interested to hear if anyone else has ever had this thought. I suppose that, physically speaking, the shadows should look different on foreground and background objects, but this might be way too much trouble to change at this point.
I think someone already mentioned some of these, but I found three doors in the asylum level that weren't obstructed, but couldn't be looked through. The first one is near the first straightjacked enemy that moves in a diagonal patrol. It was kind of tricky to get to this window without being attacked, but I did manage it, and no cool Easter egg for my trouble. Someone already mentioned at some point that the bars should be colored. I definitely agree there. If I hadn't read it on the forums, I'd never have thought to look into the cells. The other two were the first two cells in Block A. Also, there are still a couple of colored doorknobs that can't be opened. I might be in the minority here, but I do miss the part from the last build where you had two enemies moving in a diagonal patrol near each other. I thought that was a good challenge of observing their pattern and timing your approach just right.
I loved the atmosphere of the last level. The darkness was very oppressive, and it's great how everything looks practically normal on your way to the kitchen, but things start changing on your way back--subtly at first, then dramatically. And the flashes in the darkness were super creepy. I've already talked about the enemy and the candle in the other thread, so I won't go into it that here. As always, the art and music are top-notch.
Here are a few suggestions/criticisms. I'm a little surprised that I just now noticed this, because I don't think it's actually changed, but when the player or an enemy is walking through a partly shadowy area, the shadows appear on them exactly as they were in the background, and it can have the effect of making the character appear translucent. I first noticed when the baby monster was walking in front of one of the cabinets. Maybe it's because the shadows kind of looked like wood grain. But once I saw it that way, I kind of kept noticing it, almost like one of the optical illusions that you can see as either a face or a vase. I'd be interested to hear if anyone else has ever had this thought. I suppose that, physically speaking, the shadows should look different on foreground and background objects, but this might be way too much trouble to change at this point.
I think someone already mentioned some of these, but I found three doors in the asylum level that weren't obstructed, but couldn't be looked through. The first one is near the first straightjacked enemy that moves in a diagonal patrol. It was kind of tricky to get to this window without being attacked, but I did manage it, and no cool Easter egg for my trouble. Someone already mentioned at some point that the bars should be colored. I definitely agree there. If I hadn't read it on the forums, I'd never have thought to look into the cells. The other two were the first two cells in Block A. Also, there are still a couple of colored doorknobs that can't be opened. I might be in the minority here, but I do miss the part from the last build where you had two enemies moving in a diagonal patrol near each other. I thought that was a good challenge of observing their pattern and timing your approach just right.
I loved the atmosphere of the last level. The darkness was very oppressive, and it's great how everything looks practically normal on your way to the kitchen, but things start changing on your way back--subtly at first, then dramatically. And the flashes in the darkness were super creepy. I've already talked about the enemy and the candle in the other thread, so I won't go into it that here. As always, the art and music are top-notch.