#Liminality - looking for feedback and some playtesters

43 messages · Page 1 of 1 (latest)

vale juniper
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A backrooms inspired thing I've worked on. It generates a maze around the player simulating the backrooms environment. It does so using a simple wave function collapse algorithm implemented in GDscript as well as manually set rules for walls and such. Currently it can generate empty space, walls, doorways in walls (without the door) and large pillar rooms. It also simulates the non-euclidean nature of the backrooms by re-generating tiles when you look away.

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I'll take criticism on everything, I know it kind of looks bad but I don't really know how to improve that .

vale juniper
vale juniper
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Added the red rooms which can be accessed by entering a red doorway, although they are quite rare so if you see one don't blink

vale juniper
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improved visuals, most noticeable in the redrooms

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Liminality - looking for feedback and some playtesters

proper canopy
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I like the movement a lot, looks really fluent. For the visuals, I wouldn't want to recommend the usual "stick a VHS shader on it". So I think with the world, adding actual ceiling lights would be cool instead of adding point lights.

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Also, personally I think having no UI is pretty good for this type of game. I think having yourself fullscreen, no ui, and maximum immersion is super nice.

vale juniper
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Thank you for your input, I will make the movement speed slower because at the moment it doesn't feel like walking, I'm working on the lamps and definitely no vhs shadef but I think I'll make some kind of shader as even our own eyes have some noise.

proper canopy
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Sounds good!

vale juniper
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I added lamp models

torpid dock
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fancy!

vale juniper
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Thanks!

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A texture I'm working on

vale juniper
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Added a sound effect to the lamps

proper canopy
vale juniper
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Thank you!

random stag
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Atmosphere is eerie, textures are spot on, lighting is perfect, altogether looks great.

vale juniper
random stag
vale juniper
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I also intend to have the player die and so lose the game and every death is an alternate ending, currently the only ending to the game is getting lost in the redrooms (it's very unfinished)

random stag
vale juniper
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I really want to invoke the feeling of total hopelessness and being trapped rather than pure fear

random stag
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Poetic

vale juniper
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Some performance improvements today, since dictionaries are ordered I could replace this monstrosity with a more optimised version (edges are inserted last)

vale juniper
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Made this icon for the game

vale juniper
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Working on main menu concept that is different every time the game opens. If you have any ideas for the actual theme of the buttons and stuff please share

vale juniper
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I commited a warcrime but now there is a smooth transition when the player dies

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also a barebones main menu

vale juniper
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I also updated discord rich presence to better indicate the level you're in (due to discord art limits only main levels will get their own image, sublevels use their parent level's image)

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Example: the red rooms which is a dangerous sublevel of level 0

vale juniper
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Added another "ending" (another sublevel that just kills you), also made everything less foggy

vale juniper
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Testing a CRT filter for the main menu

vale juniper
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The CRT filter is a cheap trick for realism but I'll keep it in until I find something better

vale juniper
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Looks kinda cool tho imo

vale juniper
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Added this terminal-like death screen which reads as a log of what happened to you before death