Corrupt Cave v1.0 [Development Thread]

Deveria Studios

New Member
May 13, 2022
6
12
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Hi everyone I'm the solo developer of Deveria Studios and I just release my first game. Please don't hesitate to let me knows on ways I can improve for my next titles.


Game Description:
First Person horror game where your objective is to escape the cave you find yourself lost in. You must find the escape doors while avoiding the inhabitants of the cave. If you are caught you will find yourself restrained.

Thread Updated: 2024-10-22
Release Date: 2024-10-22
Developer:
Patreon:
Censored: Yes
Version: 1.0
OS: Windows 10, Windows 11
Language: English, Japanese

Genre:
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Changelog:
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Developer Notes:
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Ser_Burg

New Member
Jan 25, 2022
2
0
My biggest critiques:
- Add a health bar next time.
- An escape mechanic. There are times where a person can get caught and actually want to escape the situation they're in, such as having seen the scene or actual challenge beyond *just* being captured.
- The animations. The monsters are the star of your project, whenever a game of this type is made they should be the thing you put the most attention into: they are why the player is here, so if they aren't well animated and modelled, that's where you're running the highest risk of losing them. Take the mushroom girl for example, her animations are a bit funky and could really use some more work. The models themselves aren't bad, but to again use the mushroom girl as an example, you could really flex your creativity with this sort of thing. Take the artist Double Deck; he does pretty good art along the lines of what you're doing here, designs of that kind are a pretty good way to lean.
- Try to avoid giant labyrinths that re-use geometry from previous areas. It's already easy to get lost when you're trying to find a bunch of levers and a door, its made worse when you have no landmarks to identify your location and then much moreso when there's the risk these areas can repeat. To use Otherworldly Ruins as an example, the hospital layout was never irritating; there were areas you had to search but it was easy to identify where you've been and where you haven't, as well as the map being concise with uniquely identifiable areas. Plus the overall darkness of the hospital did a good job of building a level of suspense.
- Stick to an overall "theme"; to again reference Otherworldly Ruins, the "Cult hospital that has ties to a demonic plant god" never introduces something that feels wildly out of place for the theme. The monsters in the areas they're introduced generally make sense and don't have me asking "Why are there so many weird little doll creatures in this cave?"

The positives:
+ For a first time project, this is pretty solid. Highly derivative sure, but the influence is itself a solid product that has few contemporaries. The scene needs more games of this type IMO, 3D games with a sexual-horror slant is something I fucking adore and cannot get enough of. I want more of that, and based on the sales of Otherworldly Ruins, I don't believe I'm alone in that stance.
+ The models, while at times janky, aren't that bad. There were times where I felt different creative decisions should've been made but overall the model work itself is above what I'd expected.

Overall you're following a good example. There are moments the game felt like it could have been better play tested, and it's worth mentioning the influence is fairly apparent and I can't fault you for it. More varieties in scene types and general improvements on the animation work would be my biggest points of criticism.
 
Last edited:

Deveria Studios

New Member
May 13, 2022
6
12
My biggest critiques:
- Add a health bar next time.
- An escape mechanic. There are times where a person can get caught and actually want to escape the situation they're in, such as having seen the scene or actual challenge beyond *just* being captured.
- The animations. The monsters are the star of your project, whenever a game of this type is made they should be the thing you put the most attention into: they are why the player is here, so if they aren't well animated and modelled, that's where you're running the highest risk of losing them. Take the mushroom girl for example, her animations are a bit funky and could really use some more work. The models themselves aren't bad, but to again use the mushroom girl as an example, you could really flex your creativity with this sort of thing. Take the artist Double Deck; he does pretty good art along the lines of what you're doing here, designs of that kind are a pretty good way to lean.
- Try to avoid giant labyrinths that re-use geometry from previous areas. It's already easy to get lost when you're trying to find a bunch of levers and a door, its made worse when you have no landmarks to identify your location and then much moreso when there's the risk these areas can repeat. To use Otherworldly Ruins as an example, the hospital layout was never irritating; there were areas you had to search but it was easy to identify where you've been and where you haven't, as well as the map being concise with uniquely identifiable areas. Plus the overall darkness of the hospital did a good job of building a level of suspense.
- Stick to an overall "theme"; to again reference Otherworldly Ruins, the "Cult hospital that has ties to a demonic plant god" never introduces something that feels wildly out of place for the theme. The monsters in the areas they're introduced generally make sense and don't have me asking "Why are there so many weird little doll creatures in this cave?"

The positives:
+ For a first time project, this is pretty solid. Highly derivative sure, but the influence is itself a solid product that has few contemporaries. The scene needs more games of this type IMO, 3D games with a sexual-horror slant is something I fucking adore and cannot get enough of. I want more of that, and based on the sales of Otherworldly Ruins, I don't believe I'm alone in that stance.
+ The models, while at times janky, aren't that bad. There were times where I felt different creative decisions should've been made but overall the model work itself is above what I'd expected.

Overall you're following a good example. There are moments the game felt like it could have been better play tested, and it's worth mentioning the influence is fairly apparent and I can't fault you for it. More varieties in scene types and general improvements on the animation work would be my biggest points of criticism.


I cannot thank you enough for the detailed critique of my game. My first priority before I start my next title is to improve my 3D character design. The characters and animations are not where I want them to be, and I agree that the monsters should really stand out and mix well with the environment. I’ll look into artists like Double Deck for inspiration and will put more focus on creating unique and well-animated characters.


Regarding the labyrinths, I’ve received similar feedback about the level design, and you're absolutely right—having more distinguishable landmarks is crucial for both navigation and immersion. I’ll be sure to focus on making areas feel unique and avoid repetitive geometry to keep players engaged and oriented. I also wanted to implement a more streamlined story rather than a mindless lever search.

Thank you again for all the positive and constructive feedback. I’ll definitely be using these points as a guide as I refine a new game. It means a lot to know that the core concept is appreciated, and I'm excited to keep improving.
 
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