This member has provided no bio about themself...
Hey there, sorry for the ridiculously late reply! We're currently undergoing a remake in the gameplay and will post an update on the game in the upcoming months, it's pretty cool albeit bit different :)
Thanks for the detailed suggestions! We're working on some shaders to darken the scenes atm, as I agree it is a bit too open and bright. The buildings also crossed my mind, but there we'll have to see what we can come up with as I don't quite have a direct solution but maybe a couple ideas. You're right with suggestions on further enforcing the claustraphobic feeling, as the park is supposed to feel daunting and creepy, yet.. alluring. We may have something new to show next update :)
Thanks for the feedback! We've still got a way to go with the visual style, as it is quite a challenge bringing our concept art directly to the engine, some compromises has to be made. That being said, we've still got few tricks left to try.
I'll definitely play around some more with post process, so duly noted :)
Thanks! I might be misinterpreting, but this ain't a concept :)
Thank you! We're working on a new gameplay video, hopefully ready by the end of summer :)
Just a small update, we are still alive and working on new art style :)
Look at pot calling the kettle black..
I remember playing the game a while ago, and surprised to see it here however it will be interesting to see how it develops. I haven't been following this game too closely, but I think this version is same as the one from official site.
This looks awesome, keep up great work!
Well, it's not like we can ask our concept artist to sit down and code instead, so he is doing what he is best at :)
Ah yes, the anger change was too sudden because of a a compromise we had to make for this demo last minute. Our intention for the release are to allow all objects to take at least as much time as color to change, so it looks natural (see water in lake and gust water turning to ice).
Changing the mood affects natural forces like water, wind and fire, as well as physics of dynamic objects like changing the moving speed of a swaying object or turning an object that can be turned but is too heavy for the Child (pipe, in this case).
Thank you for your feedback!
This puzzle was created for demo only, we don't want to spoil too much;)
Thanks! UDK supports Mac and Windows, which are the primary platforms we are going to target at first :)
Of course we'd like to reach out to as many as possible, but we will be able to have better judgement on the matter once we have demo out and get feedback on it :)
Once demo is done we are considering several options one of which is crowd funding. Till then, spread the word ;)
Haha. Feedback noted :)
Thank you! Its by Massimo Porcella, you can find his info on our official page :)
Thank you for your support, and I agree. We do have some features planned tho to spice it up :)
Very nice atmosphere, tracking!
We are testing both WASD and P&C control schemes, and at the moment P&C feels more appropriate for the atmosphere and gameplay we are after. However you can expect it to be a bit less traditional :)
I am curious tho, what part of P&C is it that you are skeptical to?
Thank you :)
We are using UDK.
Thanks! There is a screenshot of the first environment in case you missed it, giving a preview of the engine version :)
Yeah, I understand, I am just saying seeing bit more of said mechanic could be cool, as I only could experience it only once in the greetings :)
The game seems somewhat interesting, however you may want to consider to include some actual gameplay in the final demo, as all I experienced was clicking left mouse button to advance the dialogue forward.. Not the most intriguing experience to convince someone to buy the game.