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The editor is frustrating at times, and the struggle with learning its facets has been tedious for me. I would like to compare notes some time. Specifically, you have a "director's note" option that I don't understand in the drain conversation. What is giving you a problem with linking options?
As for walls not lining up, there seem to be certain props that work better with each other than others. There are "corners" and "wall connectors" that are sometimes helpful. As it is without walls, it's very surreal and dreamlike. I wouldn't suggest changing anything about your walls as they are (or aren't, if you will).
Another option is stacking walls in the same space, to get the desired effect. This technique seems not recommended by HBS, but I can't imagine what problems it might cause.
Anyway, continue please, I hope this will become a real decent story. The fine polishing when the basic frame is finished can be done anytime, the most important for me is in first place the storyline.
Differentiating male/female is one of the bigger pains I notice with modding this or any game, so I appreciate the feedback.
She is also called "sir" by someone who mysteriously communicates with her, which, based on the conversation options, she apparently feels no need to correct.
The Wooden Man: Definitely need help with proof reading. Spelling has never been my strongest of categories, even if I can string a setence together alright. Friend me.
johnny.killstring: Thanks a ton. That claustrophobic paranoia is something that I'm attempting to keep while slightly expanding the room. I tried using the original room and it simply got clogged to hell. Couldn't even walk around, haha. That's actually a good suggestion with the sleeping. The sleep option originally was there to simply move on before I learned to use goals, so that could certainly work. I'll try to put that in with the next release.
I'll note that I mean this as praise - psychological horror is difficult, and that game, along with this module, rank among the few times I've reliably gotten that feeling from a video game.
A suggestion: maybe don't make sleeping available until the room's been explored? Let me explore before I get the option to move on, rather than telling me to.
Please, feel encouraged to continue.
This way, you can build up things and eventually tie them together into a bigger content pack, adding overall content as you finish it. And you can continue that way, evolving until you're ready for more ambitious stuff. So, maybe next time, start with a street, but nothing too big. But yeah, I've seen many fall prey to their own ambitions, and thus their projects have fallen apart. So... be wary of ambition, and take it slow! It'll pay dividends.
Having all the multiple options on several of the interactible points in the room caused me to partially explore one; then back out and partially explore another - until eventually (I believe) I had fully explored the room. I bounced around the room plumbing a little deeper each time, as I gathered more clues. This was very fun, as I was reluctant to plunge dangerously far down any one avenue, without gathering potentially applicable data from the other clues.
This was particularly noticeable in the difference between passive information gathering, and taking more direct action. I would listen and look, trying to keep myself relatively safe, before trying anything which might compromise my activities or safety.
It was a very fun tension to play against, so good job, well done.
This is exactly the kind of stuff I was looking forward to in UGC.
I found two typos.. There was one in the opening screen (I couldn't take a screenshot, so I can't remember which word), and one when you look under the urinal. I hope that helps!
And thanks for all the comments, I appreciate it.