4.50 star(s) 6 Votes

NekoRush

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If you want to see a funny bug. When you get the hairpin then had to use shampoo gel on the hairpin after doing that try getting another hairpin.
 
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Honey Tales

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I called the hotel but then afterwards nothing happens, what do I do from there?
Check in the options menu the Objectives. It will guide you.
If you want to see a funny bug. When you get the hairpin then had to use shampoo gel on the hairpin after doing that try getting another hairpin.
Oh my! Yeah, I didn’t try that. o_O
 

consumptionist

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Aug 7, 2019
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An MC named Ethan? this is dooomed, i tell ya. dooooooooomed :LOL: ;)

will give this a miss until feed looks less like a bethesda bug report and the kinks have been ironed.
best of luck dev (y)
 
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FullyAnimated

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Look in the computer's desktop drawer.

There is a "Objective or Goals" in the options menu. It will give you a small clue about what to do next. In your case, I'm a bit confused. The Crouch tutorial shows up in the bathroom, not in the office. Did you take the shower?
Thanks for the tip. Looking in the computer desktop drawer allowed me to complete the demo.

As to the crouch tutorial - yes I had completed it in the bathroom already. However the crouch option was also triggered when I interacted with the file cabinet to the left of the computer desk. I was told to crouch and then to pick up something - there was a blank sheet of paper on the right hand side of the text box.

A bug, perhaps?

Anyhow, good demo. The Lauren model is very attractive. Agree with others to make the MCs penis a more realistic size. Make it bigger than average, yes, but keep it believable.
 
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mcfaceface

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May 16, 2021
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Tnx it seems very promising. :)
I really like the mystery story in this game so i will buy it day one just to continue the story.

There are quite a few bugs still, like being able to go where you are not supposed to,
and i keep finding the tape player again and again, but its invisible most places but one time the only thing visible was a battery. ‍♂

I dont know if the magnifying glass is supposed to be used on other things then the blood stain, so i keept using it on everything, but its too much work to get it every time, insted you should make it like the flashlight where you just press F,
and furthermore there should also be an option in the menu to see the controls, so if you come back to it after a while you dont have to figure it out all over again.


the bugs i encountered are in no way progress stopping bugs,
but it took me a bit longer to continue the story, since i didnt know i was not supposed to be in this place yet, but i knew something was wrong when i was in the kitchen and there was no one there.

Also in the end of the demo its possible to go down stairs at night, but all assets are missing,probably because you didnt intend for people to go down there, but going down there and everything being gone, was acturally the most creepy moment in the game.

P.S.
This game would be amazing in VR, since you could use your hands to open the doors,drawers, pick up the phone and so on, and it looks like it could be an very immersive game in VR. So you should consider to give it an optional VR mode.
 

Honey Tales

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Thanks for the tip. Looking in the computer desktop drawer allowed me to complete the demo.

As to the crouch tutorial - yes I had completed it in the bathroom already. However the crouch option was also triggered when I interacted with the file cabinet to the left of the computer desk. I was told to crouch and then to pick up something - there was a blank sheet of paper on the right hand side of the text box.

A bug, perhaps?

Anyhow, good demo. The Lauren model is very attractive. Agree with others to make the MCs penis a more realistic size. Make it bigger than average, yes, but keep it believable.
Yeah, that second tutorial was a bug. Thanks for reporting it and for your feedback!

Tnx it seems very promising. :)
I really like the mystery story in this game so i will buy it day one just to continue the story.

There are quite a few bugs still, like being able to go where you are not supposed to,
and i keep finding the tape player again and again, but its invisible most places but one time the only thing visible was a battery. ‍♂

I dont know if the magnifying glass is supposed to be used on other things then the blood stain, so i keept using it on everything, but its too much work to get it every time, insted you should make it like the flashlight where you just press F,
and furthermore there should also be an option in the menu to see the controls, so if you come back to it after a while you dont have to figure it out all over again.


the bugs i encountered are in no way progress stopping bugs,
but it took me a bit longer to continue the story, since i didnt know i was not supposed to be in this place yet, but i knew something was wrong when i was in the kitchen and there was no one there.

Also in the end of the demo its possible to go down stairs at night, but all assets are missing,probably because you didnt intend for people to go down there, but going down there and everything being gone, was acturally the most creepy moment in the game.

P.S.
This game would be amazing in VR, since you could use your hands to open the doors,drawers, pick up the phone and so on, and it looks like it could be an very immersive game in VR. So you should consider to give it an optional VR mode.
Wow, thanks so much for all your awesome feedback! It's super helpful!

I love the suggestion about adding a "controls" option in the settings as a reminder for players - totally implementing that! And yeah, having quick access to the magnifier makes perfect sense since you'll be using it to interact with tons of stuff in the final game.

LOL about finding ways into areas you weren't supposed to access - that's interesting! I've actually managed to break the game myself sometimes, but it usually happens when I speed things up. There should be triggers to keep you from wandering into off-limits areas, but I'll definitely take a closer look at this. Thanks for flagging it! And that creepy night moment idea... you've got my brain spinning now! XD

As for VR - for sure it would be a cool fit for this game! But I'm still building my skills for good VR interactions with the characters, and honestly, VR development would bump up the costs quite a bit. Can't really swing that right now. But I'm keeping that idea in my back pocket for sure!

Thanks again for all the suggestions, guys! Keep 'em coming!


Just goes to full screen and link to steam, nothing else I can do. Any ideas?
Mmmm... can you give me more information about your system? Windows 10, 11? Which video card?

4 gigs for demo? how much is there?
Hey there! Yeah, I was pretty shocked myself when I saw the size after the first build! o_O

The main environment is the house, which is what you're exploring in the demo. There are other cool locations like the Greek temple and some other spots that aren't in the demo yet, but the house is the big one. Since it has super detailed textures (wanted to make it look awesome!), it eats up a ton of space.

This actually threw a wrench in my plans for making an HTML version. Not sure if that's still doable now. I'll need to look into it more, but since the house is the main asset and environment, that's why the demo is so chunky.

Definitely wasn't planning on the file size getting this big, but those high-res textures are hungry beasts!
 
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mcfaceface

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Wow, thanks so much for all your awesome feedback! It's super helpful!

I love the suggestion about adding a "controls" option in the settings as a reminder for players - totally implementing that! And yeah, having quick access to the magnifier makes perfect sense since you'll be using it to interact with tons of stuff in the final game.

LOL about finding ways into areas you weren't supposed to access - that's interesting! I've actually managed to break the game myself sometimes, but it usually happens when I speed things up. There should be triggers to keep you from wandering into off-limits areas, but I'll definitely take a closer look at this. Thanks for flagging it! And that creepy night moment idea... you've got my brain spinning now! XD

As for VR - for sure it would be a cool fit for this game! But I'm still building my skills for good VR interactions with the characters, and honestly, VR development would bump up the costs quite a bit. Can't really swing that right now. But I'm keeping that idea in my back pocket for sure!

Thanks again for all the suggestions, guys! Keep 'em coming!
Feedback:
I understand that VR can be tricky to implement.
The easiest and most cost-effective approach would likely be a simple 3D view with head tracking, while still using an XInput controller scheme.

However:
If the game includes a lot of 2D video cutscenes, then that could seriously break immersion (although there are ways around that, but then again.... that could possibly be time consuming).
So, I completely understand why this might discourage or prevent developers from implementing VR support on their games.

That said:
When done correctly, VR can transform a game from just a game into a memorable experience—one that sticks with the player and brings them back, even if there aren't multiple routes or endings to explore.


Regarding the issue of accessing unintended areas:
It seems there are triggers meant to prevent the player from wandering into off-limits zones, but once triggered, they sometimes allow access anyway on a second attempt. Although, I don’t think there are any trigger on the back stairs leading down to the kitchen, but that might have been because I was not supposed to get up to the second floor yet .


Also:
When picking up certain items, the visual asset disappears as expected, but the pickup trigger remains for some objects, but i dont think its all object.
The cassette recorder is one such item that still has the active pickup trigger even after it's collected, which could be confusing. There may be others as well, but I'm afraid that I cant recollect if I actually found more items with this issue.


Additionally:
I suggest adding a visual highlight to objects that can be picked up after they’ve been examined.

For example:
If I use the magnifying glass to inspect a shelf of books and one of them is interactable, it would be helpful if it gained an outline to indicate it’s worth further attention.

Another option could be:
To add a “Hint” toggle if a player hasn’t made progress in a while—something like: Are you stuck? and Yes/No Toggles, then if the player presses yes it can be followed by a temporary highlight of the item in question.

This would help reduce frustration and prevent players from missing crucial objects that can cause them to quit the game and give up on it.


To be honest, some of the bugs actually helped me finish the demo.
I was getting really frustrated because I couldn’t find the traveling paper in the living room and felt like I had searched everywhere. I was about to quit when I discovered I could go upstairs, even though the game told me I couldn’t. That allowed me to progress.


One confusing moment happened when I was searching for some documents on the desk. The only reason I even thought they were nearby was because I saw a prompt telling me to press C to crouch when I was near the side table.

This made me think they might be hidden on the floor or behind something, so I wasted a lot of time searching through inaccessible boxes under the desk.

Then, when I crouched and examined the side table again, I got a “Pick up” prompt—but there was nothing visible.
So I actually ended up picking up the documents by accident.

The same thing happened with the documents in the living room—I only knew they should be there because I triggered the BUG that let me go upstairs, and was able to take a bath, go to sleep and yet the objective still wasn’t marked as complete, even though new objectives had appeared as active.


P.S.
Since I couldn’t find any use for the cassette recorder or the batteries during the demo, I’d suggest removing them (or making their purpose clearer).

Also:
During the wine-drinking choice, there was no way to save the game beforehand. This made it risky to make a decision without knowing if it would lead to failure.

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Still, if I made the wrong choice and it had locked me into a failure state and forced a full restart, then there is a possibility that I wouldn’t have continued.

At minimum: it would be helpful to have a save feature for critical decisions and branching paths, or a message like:
“You died. Would you like to go back to your last choice? with a Yes / No toggle”

I think this would greatly improve the player experience and prevent unnecessary frustration.

I hope this will help you in some small way, and if not then im sorry for wasting your time on reading this through to the end.
 

Honey Tales

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Feedback:
I understand that VR can be tricky to implement.
The easiest and most cost-effective approach would likely be a simple 3D view with head tracking, while still using an XInput controller scheme.

However:
If the game includes a lot of 2D video cutscenes, then that could seriously break immersion (although there are ways around that, but then again.... that could possibly be time consuming).
So, I completely understand why this might discourage or prevent developers from implementing VR support on their games.

That said:
When done correctly, VR can transform a game from just a game into a memorable experience—one that sticks with the player and brings them back, even if there aren't multiple routes or endings to explore.


Regarding the issue of accessing unintended areas:
It seems there are triggers meant to prevent the player from wandering into off-limits zones, but once triggered, they sometimes allow access anyway on a second attempt. Although, I don’t think there are any trigger on the back stairs leading down to the kitchen, but that might have been because I was not supposed to get up to the second floor yet .


Also:
When picking up certain items, the visual asset disappears as expected, but the pickup trigger remains for some objects, but i dont think its all object.
The cassette recorder is one such item that still has the active pickup trigger even after it's collected, which could be confusing. There may be others as well, but I'm afraid that I cant recollect if I actually found more items with this issue.


Additionally:
I suggest adding a visual highlight to objects that can be picked up after they’ve been examined.

For example:
If I use the magnifying glass to inspect a shelf of books and one of them is interactable, it would be helpful if it gained an outline to indicate it’s worth further attention.

Another option could be:
To add a “Hint” toggle if a player hasn’t made progress in a while—something like: Are you stuck? and Yes/No Toggles, then if the player presses yes it can be followed by a temporary highlight of the item in question.

This would help reduce frustration and prevent players from missing crucial objects that can cause them to quit the game and give up on it.


To be honest, some of the bugs actually helped me finish the demo.
I was getting really frustrated because I couldn’t find the traveling paper in the living room and felt like I had searched everywhere. I was about to quit when I discovered I could go upstairs, even though the game told me I couldn’t. That allowed me to progress.


One confusing moment happened when I was searching for some documents on the desk. The only reason I even thought they were nearby was because I saw a prompt telling me to press C to crouch when I was near the side table.

This made me think they might be hidden on the floor or behind something, so I wasted a lot of time searching through inaccessible boxes under the desk.

Then, when I crouched and examined the side table again, I got a “Pick up” prompt—but there was nothing visible.
So I actually ended up picking up the documents by accident.

The same thing happened with the documents in the living room—I only knew they should be there because I triggered the BUG that let me go upstairs, and was able to take a bath, go to sleep and yet the objective still wasn’t marked as complete, even though new objectives had appeared as active.


P.S.
Since I couldn’t find any use for the cassette recorder or the batteries during the demo, I’d suggest removing them (or making their purpose clearer).

Also:
During the wine-drinking choice, there was no way to save the game beforehand. This made it risky to make a decision without knowing if it would lead to failure.

Spoiler Alert:
You don't have permission to view the spoiler content. Log in or register now.
Still, if I made the wrong choice and it had locked me into a failure state and forced a full restart, then there is a possibility that I wouldn’t have continued.

At minimum: it would be helpful to have a save feature for critical decisions and branching paths, or a message like:
“You died. Would you like to go back to your last choice? with a Yes / No toggle”

I think this would greatly improve the player experience and prevent unnecessary frustration.

I hope this will help you in some small way, and if not then im sorry for wasting your time on reading this through to the end.
Seriously, thank you all SO much for your feedback! This is exactly why I released the demo - to hear from actual players like you!

I'm definitely going to add highlighting to all the important progression objects so you can easily spot what matters. If something doesn't have a highlight, it'll either be there for story context or just to make the scene more interactive.

Honestly, I skipped the highlights initially because I was worried it might make things too easy, but you're right - having players get stuck and quit the game completely is WAY worse! I'd rather make it more accessible than have people drop it out of frustration. This will be coming in v0.3!

Quick question - did you feel like the Objectives weren't clear enough about what to do next? Or maybe you didn't notice that feature at all? (Objectives is part of the main menu)

Good news - I fixed those triggers! You shouldn't be able to wander downstairs when you're not supposed to anymore. As for that player tape bug... it's weird! I've tried to reproduce it, but when I pick up the player, the hotspot gets disabled like it should. I'll need to dig deeper to figure out what's happening there.

About saving options - that'll definitely be in the final game! Saving during dialogues might be trickier, but I'll see what I can do.

Thanks again for sharing all your thoughts and experiences - it's seriously helping me make this game so much better!
 

mcfaceface

New Member
May 16, 2021
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Seriously, thank you all SO much for your feedback! This is exactly why I released the demo - to hear from actual players like you!

I'm definitely going to add highlighting to all the important progression objects so you can easily spot what matters. If something doesn't have a highlight, it'll either be there for story context or just to make the scene more interactive.

Honestly, I skipped the highlights initially because I was worried it might make things too easy, but you're right - having players get stuck and quit the game completely is WAY worse! I'd rather make it more accessible than have people drop it out of frustration. This will be coming in v0.3!

Quick question - did you feel like the Objectives weren't clear enough about what to do next? Or maybe you didn't notice that feature at all? (Objectives is part of the main menu)

Good news - I fixed those triggers! You shouldn't be able to wander downstairs when you're not supposed to anymore. As for that player tape bug... it's weird! I've tried to reproduce it, but when I pick up the player, the hotspot gets disabled like it should. I'll need to dig deeper to figure out what's happening there.

About saving options - that'll definitely be in the final game! Saving during dialogues might be trickier, but I'll see what I can do.

Thanks again for sharing all your thoughts and experiences - it's seriously helping me make this game so much better!

No problem! I'm just happy to help where I can.
Since I'd love for the final game to be a great experience when I buy it. :love:
(Rather than just a “good enough” experience). :unsure:


By the way, did you happen to fix the trigger so you can’t go upstairs before completing all of the earlier objectives?


"That that BUG might explain why the "cassette player" trigger was still active— Since i picked up the "casette player" before I was supposed to have access to it, gameplay-wise." :unsure:


To answer your questions:


I found the objectives in the main menu easily enough, and I thought that would be obvious since I mentioned I could see the previous objective was still incomplete, even though new objectives had triggered. :LOL::giggle:

This happened after I went upstairs,
even though I wasn’t supposed to be able to go there at that point,
which inturn started a new sequence of events prematurely.

But that’s probably on me; I should’ve explained it more clearly. :giggle::unsure:


On the highlighting feature:


I think a good way to handle this would be something like:


If the player uses the [eye icon] or [magnifying glass] on an [object] like a [bookshelf], then this triggers [highlight] on the specific [item] that can be [interacted] with that is located on that specific [bookshelf].

That way, it's not too easy, but also not frustratingly difficult to find important items.
I personally feel like this would be a balanced middle ground between exploration and guidance.


On save options and game progression:


Saving doesn't necessarily need to happen during dialogue.

Since you, as the developer, already know when major branching decisions or critical choices occur, you could simply add a message beforehand:


"A game-changing moment is about to occur. Would you like to save?"
But this is not a good solution if there are too many major branching decisions or critical choices, after each story-branch.
Since then it might become too intrusive.


For high-stakes or life-threatening scenes, you could implement an auto-save just before they begin.
Then, if the player dies, show a message like:


"You died. Would you like to go back and change your last choice?"
[Yes] [No]
This approach wouldn’t break immersion and avoids interrupting the flow of the game.


But: if you want a less immersion-braking solution for branching paths, then this wouldnt work, since players won’t know when a major branch is coming, so it wouldn't be possible to manage in a first playthrough.

But maybe a good solution would be to unlock a New Game+ mode after completing the game once.
In New Game+, the player could choose which chapter to start from and make different decisions than they did before.


But this might not be a perfect solution either,
since it all depends on how many branching elements there will be in the story.

Because if there are multiple branches in the story after each branching choice that is being made, then my guess is that this will be a lot harder to implement.

I hope this gives you something to work with,
and please dont be afraid to ask if there is something you didn't understand.
 

Honey Tales

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Yeah, some of your feedback make sense and will be in the final game. :) Thanks a lot!
 

Tukang Sandal

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1747455010403.png
1747455133046.png

I have downloaded it twice but the result is that it cannot be extracted

while in the game, after knocking on the door, it gets stuck
 

Honey Tales

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View attachment 4846824
View attachment 4846826

I have downloaded it twice but the result is that it cannot be extracted

while in the game, after knocking on the door, it gets stuck
same error as above
It happened to me too. Someone who had a successful download could please post the incorrect file "resources.resource" (maybe compressed), thanks :cry:
The mega link has been updated. It should be fine now. Please use this link until the collaborators can update the mirrors.
Sorry about that!
 
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4.50 star(s) 6 Votes