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.
#Liminality - looking for feedback and some playtesters
43 messages · Page 1 of 1 (latest)
I'll take criticism on everything, I know it kind of looks bad but I don't really know how to improve that .
Here is an itch.io download key:
https://simpdev.itch.io/liminality/download/AGEeHNe6wUciVkFgJFeRUkJSp9vrCtaAErAf5_Az
Currently available builds are Windows and Linux (both 64-bit, only Linux build is tested natively but works with wine)
Mac support is planned for the 64-bit architecture
itch.io
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
improved visuals, most noticeable in the redrooms
Liminality - looking for feedback and some playtesters
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.
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.
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.
Sounds good!
I added lamp models
fancy!
Added a sound effect to the lamps
Ahh they look so good!
Thank you!
Visually looks spot on with the Backrooms! Looks fantastic so far!
Atmosphere is eerie, textures are spot on, lighting is perfect, altogether looks great.
Thank you! I appreciate the support!
Is this meant to turn into a sort of maze-like escape game? What's the premise of its creation?
The premise is to find an escape while trying to survive the harsh backrooms environment. I try and make the levels as accurate as I can according to the fandoms backrooms wiki. Currently only level 0 is implemented but I want to try and make the main nine. There will also be horror elements incorporated as described in the wiki
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)
That's actually amazing
I love that you're sticking to the lore of it too as most projects regarding the backrooms tend to go off track with the lore a bit
I really want to invoke the feeling of total hopelessness and being trapped rather than pure fear
Poetic
Some performance improvements today, since dictionaries are ordered I could replace this monstrosity with a more optimised version (edges are inserted last)
Made this icon for the game
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
I commited a warcrime but now there is a smooth transition when the player dies
also a barebones main menu
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)
Example: the red rooms which is a dangerous sublevel of level 0
Added another "ending" (another sublevel that just kills you), also made everything less foggy
Testing a CRT filter for the main menu
The CRT filter is a cheap trick for realism but I'll keep it in until I find something better
Added this terminal-like death screen which reads as a log of what happened to you before death