Thank you! (:
Yes, sorry. That is a mistake on my behalf, will fix.
Hey man! Sorry for the delay once again >< We've had some trouble with various thing and have been working hard to fix them. Anyway! We have a release date now! 26th of May, you'll be able to purchase Magnetic from Steam (: Over here: Store.steampowered.com
A release news will also reach IndieDB soon, it's currently going through authorization. Thank you for showing interest in our game!
Hey man! Ya it has been delayed. We are working on it as hard as we can and promise you that it will result in a better game in the end. We will give you an accurate release date sometime during this week.
Have a great day!
Yeah, we've been thinking about certain 'areas' or 'objects' in the game where you can put out the fire. I liked the stomping out the torch part though! I'll consider adding that. ;D
Yeah. We're thinking about mechanics just like that. Just need some sort of tool to be able to put out fire and it could become a really nice mechanic. ;D
Playing as a Dragon! :D Looks nice! I can imagine people enjoying something like that.
Hehe yeah. It gives a nice touch to the game when you're able to lit the torch and also lit other light sources with the torch. :D
Nice, thank you for the feedback! (:
Accidentally sent my response as a normal comment *sigh...* I do this all the time. You can see my response below.
Nah, we know the Roman Soldiers != Greek soldiers, and we probably won't have soldiers in our game anyway.
The barrels in this video were made so that we could fill the level fast for a prototype for us to show to people. We got pottery as you talked about as well, but it wasn't enough to prop up the levels and making it look more "alive".
But yes, we will look more at what kind of props we can use that is more connected with the era we're working with and give our own twist to it later. (:
Thank you for the feedback! (:
Yes, Ryze has some really nice concept art and the setting is kind of close to ours so it's a great inspiration source for us during the preproduction phase. (:
The Warden is not a kind person, but he seems to have a taste in pretty pipes. (:
Horror isn't a tag on IndieDB, which is the main focus of the game. But the game will have Stealth mechanics due to the bow and arrow in the game. Stealth is therefore the secondary mechanic of the game and we used that tag then. (:
No. The game will function just as well without the Oculus Rift. The VR-experience is just there to increase the level of immersion. (:
Hello!
Thank you (: Yeah, it sure was a great event.
It's good to see you're continuing to work with your game as well. Good luck with your Kickstarter!
Robin
Hello hello!
We're still in Preproduction and the environments we have built so far is built for video and not so much for gaming. We will however make a vertical slice/prototype during this preproduction phase which we might release for people to try it out.
Could you give me your contact details in a private message so I could message you if we release this demo? (:
Thank you!
Yeah. What you see here has been built in just a few days, so it will go through alot of improvement with time. (:
There are timing based puzzles in Magnetic. But this puzzle is not one of them. (:
Managing Dinosaurs? Sign me up.
I'll pass this on to our concept artist. It will make her happy. ;D
Yeah, we're going into a polishing phase now as we're getting quite close to release. We'll look into making the lightning light up the areas then. ;D
Thank you for the feedback (:
Oh. The Lightning. Alright, yeah. It's probably due to the player being very close to the Lightning Burst. Hard to make it look good when the player is so close. (:
Nice to hear. That's kind of the feeling we are aiming for. ;D
Yupp yupp, there must be a fine balance and we make sure that the game is still fun, we're gonna design and test these areas to make sure that it doesn't get boring. (:
Made a mistake with the commenting. You can see my answer below, hehe...
At the area with these "trains" or Transit Modules as we call them, we plan to have some sort of area where the gameplay slows down, let's the player breathe and to see some more of the gameworld than just cubes which the majority of the game plays out in.
It's basically a "Back Hall" of Amnesia if you've played that game. If the player never gets room to breathe, they won't enjoy the game as much (In my opinion) (:
Yeah, I think we by mistake turned off the Shadows in some of the rooms for this Trailer (heh...) It will look much better in game when the Shading Effects work. (:
This you see here are concept art. But we recently updated our Trailer which you can probably see here in a few minutes or so (hopefully), otherwise you can see it on YT righ away: Youtube.com
This shows how the game looks at the moment, sadly the area which this concept art was made for is not done yet and is therefore not in the trailer.
Thank you for showing interest! (:
RobinHolm
Robin joined
Hello there! My name is Robin and I'm a 23 year old Game Designer/3D-Artist currently working on the game Magnetic: Cage Closed together with 10 other Developers at Guru Games, a newly started company in Sweden. I specialize in Level Design and I like both work with and play games that has a dark theme or/and horror.