Comments

Log in with itch.io to leave a comment.

Good idea and decent execution, though I question the choice of engine. Quite laggy on the browser (Firefox), even on a good, high end PC.

(+1)

I highly recommend using Chrome (animations lag badly in Firefox, including my PC) and with all tabs closed. I used to be a Firefox user exclusively until it turned out the animations ran erratically in Firefox.

(-1)

MY EARS.

where is the promised second part "DAMN 2"? 

I wish the itch window could run this game, but every time I press any letter key, it pulls up  a search bar, making the game unplayable or at least extremely frustrating.

moving a single step and having to click on the game again is really annoying

(+1)(-1)

Yeah, that would be extremely annoying. Not sure what I could suggest other than try another browser, if you're able to. 

I'm still wondering how to do movement, whether it might be best to use keyboard controls or do something with the mouse / finger presses. If issues like this are common, maybe mouse clicks / finger taps would be best. 

Yeah, another browser does make it function and work; thanks for the tip!

(-1)

Not bad! Got heavy "Little Nightmares" vibe from it, although something tells me that was intentional. Looking forward to seeing where this goes!

Deleted 80 days ago
(+1)(-1)

I think in the 2nd demo I made it much more clear (through her dialogue) that you need to open your menu to give her stuff. Usually, my audience is very "click happy", so they tend to find anything that involves clicking. But I am observing people's reactions to their playthroughs, so anything that isn't clear will be made more apparent with every iteration. Thanks for the feedback!

My character doesn't respond to the buttons being pressed, what is described in the instructions for the game on its management. What am I doing wrong?

I just tested it and the "wasd" keys work fine, and no one else has mentioned these as being a problem. These keys should work on a "qwerty" keyboard layout. 

(1 edit) (+2)

The reason why the control does not work for you is the wrong layout, for example, not English, but Japanese, Chinese, Russian, etc. It seems that the game reads not the button itself, but the input itself (I hope I managed to explain) simply put, squeeze {shift+alt}  to change the layout and then everything will work

(+1)(-1)

Yes, this makes perfect sense, and would explain why lots of people are having no trouble but others are. If I could pin this comment, I would XD

I'll have to see if there's a way to have keyboard movement but use keys that everyone can use...

Another problem may be that the game section of the window was not 'selected'. This is more of a problem for people who navigate via keyboard in webpages, but should be resolved by downloading and running the game solo... or just click the game and try again?

Language issues can be worked around via language options. I use a japanese option, but type in (very bad) english at the press of two keys.

Thanks, it helped!

How do you give an item to the lady? Is there a button or something? I'm stuck on i

(-1)

Press q to open inventory, and then click on an item 

I click, and nothing happens.

(-1)

Inventory has to be open when you're talking to the lady. And also, you have to have an item. Otherwise, it will not work. 

Oh okay. Thank you

(+1)

Of course some berk is trying to play it on Android without an external keyboard... And that berk is me. HIIIII! Looking forward to testing this on an actual computer soon. Also, well done breaking ground into the real of games! You have been ticking the boundaries of this for a while with the interactivity of your animations (that mass effect one is a prime example!).

(-1)

Yeah, making games seems like a logical next step, and with everything I've learned over the last few years, I *should* be prepared for such an undertaking. The only problem will be whether my software can handle games that get beyond a certain size, and of course mobile users are basically out of luck (there's no real way to put in buttons for everything so a mobile user can play the game). 

I have a lot of plans for other games should this one be successful, so here's to a new era, I guess? XD

Very smooth gameplay! the background sound is a bit distracting (the option for selective muting might be helpful in the long run). Also, I don't know if the spirits are meant to be spawning in walls and blinking around the place? Still playable, either way.

I found that my character either sped up when accidentally grinding a wall, or my internet decided it liked me more and sped up my movement at that point haha!

The movement has been altered for the next version, so that shouldn't be an issue. I'm always double-checking it, though! And for now, I do kinda like that the spirits spawn in walls, but I am considering defining their spawn areas precisely so they never spawn in walls. In fact, you just gave me an idea... *grin*

And the background music can be muted by clicking the sound icon in the top right corner, and then clicking sound back on again. But yes, I do intend for there to be (hopefully better) music or atmospheric sound that can be turned of easily. In fact, having too much music will be a problem, because the file size will grow, and the bigger the file size, the more lag, so music will either minimal or non-existent. If lag becomes an issue, music will be the first thing to go XD

In general, I'm happy with the movement, because I can't stand RPG maker slow movement. If people can zip around the maps and explore them, then mission accomplished!

I'm a fan of the speedy movement! Realised that I didn't actually say before...

Yeah, the rpg maker crawl is a bit soul-crushing... I was rather eagerly wall-humping random areas hoping to grind through into a secret (heh... Smutt puns...) but I'm not sad the demo was not impregnated with random secrets (heh, see what I did there?)

Actually, I was wondering what the space bar was doing with the cool red ripple thing... Other than giving me Oddworld flashbacks of course... I think I could use it to increase my personal hit-box for spirits, but didn't test it much...

But yeah, toggling the music while keeping sfx (and potentially voices) on is great if you're rocking out to your own soundtrack of hardcore tunes, but still want the in-game bleep-bloops...

As for ghosts in the shell... I'm glad to inspire and look forward to whatever you come up with haha!

The future is looking awesome! Keep up the amazing work good sir!

The red ring thing is something I made to test a potential "weapon", but whether it'll be a weapon or even used is another matter. But it's there and working if I need something to spice up gameplay (and honestly, as fun as running back and forth with items is, I think it needs to be more fun). All part of the dev. process :)

I’ve found something called new grounds

(-1)

I'll likely upload the next version to Newsgrounds, but I get the feeling they'll just complain it's a demo and not the full game XD

most likely 

Obviously your animation experience shows well! I don't know how outdated this demo is, so IDK if any feedback from here would actually be helpful though :P

(+1)(-1)

I'm always open to feedback, if you're bringing up something I've already fixed then I'll just say so, it's no biggie :) But who knows, maybe I've missed something!

(+1)(-1)

GAME? Best day of the year.