P.S. this style looks like it could be used in a zombie apocalypse survival game. if you make another game like "Their Eyes" could i suggest a few things?
The time frame is deliberately fuzzy. Don't want to spoiler too much, but expect medieval furnitures alongside modern machinery. As far as we know, could even be set in the present day. :) Every idea is welcome!
Hi Kat. I am truly flattered by your kind words. :) Actually, I am making something else. I have been working on my second game for almost two years now. (I know, one should never undertake such a vast and ambitious project as a second game, and yet here I am.) It's somehow related to the story of Lockwood and the Blind One and so on. I hope to kinda finish it within the current year, and I'd like to start showing something as soon as possible (uhm, I wonder if this website has a section for posting work in progress too); but I keep putting this thing off because I’m so busy developing the game itself that I don’t have much time left to promote it. :D So far, the only thing I shared is a ridiculously short teaser:
This game is amazing... and it is scared me at first! I like the story and characters and their dialogues! With minimalistic approach you showed so many details and hints! Final run to the well was so intense! Cows nearly got me!
The ghost frightened me when he was invisible. But when I saw him, he became even more frightening.
I think I've seen nearly everything but I have some questions.
What is the fourth ending? I think there are two endings when you go down the well and one when you go up by stairs.
Is there a way to stop the ritual by disturbing the summoner and not escape by stairs up or go down the well??
In the main menu I saw "YOU ARE M". Does it mean Murder? Or Me? Or maybe Marvellous? :D
Thank you for your kind words, Dreamkilled! So glad you liked my little game. :) Yes, the ghost was redrawn to be more frightening at some point: if you watch the trailer, you'll notice that the original one was completely different. As you say, I had fun putting quite a bunch of details in such a short experience (and I'm trying to do the same in the second project I'm currently working on, yet on a different scale... But that's another story).
To answer your questions: [SPOILERS AHEAD] ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Yes, there is a way to stop the ritual. Even if it's not explained, but only suggested, in that occasion you have the chance to perform a special melee attack; you should wait for the right moment, though. After that, you will still have to choose whether to go up or down the stairs, but you will have access to the fourth ending.
The four endings are in fact: - going down the well; - going down the well with the four alien coins; - wake up (stairs up from the ritual chamber); - going down the well after defeating your evil self.
As regard to the sentence in the main menu... Well, it's deliberately ambiguous and left to your interpretation! :D
I waited a lot before writing this, i played a lot also, cause i wanted to test it more,i wanted to be sure..
This game sure have a very cool atmosphere and probably a nice story too, wich i'd love to know!
but the gameplay ? geez this game suck!
this game is not hard to give a challenge, is hard and unfair just for the sake of it! where do i even begin?
You always run like you're on ice, and with the multitude of obstacles and different terrains: you can be sure that running means corner your self or be stuck on something!
Combat is not an option either, the reload mechanic is just convoluted, and the hit-boxes(although i'm not sure is on purpose) are NOT on the monsters, but (usually) in front of them, even when they are still. Broken a door is also strange, that's why i'm not sure is on purpose.
the thing in the pond? the "spiritual brother" ? or just the fucking tree(the fairness there is just...wow, why not also a rock falling on my head there?)! Am i hitting them or not? Am i doing damage? who knows?
that would not be so bad if sneaking was something you are allow to do. Too bad monsters are on your way all the time and can spot or smell you wherever you are (i really thought at the beginning that in tall grass i was hidden..the game over correct me so)..so no sneaking either
And dont let me start talk about the cat! Cat lover here, so when a huge pig killed my cat i was mad! But i get even MORE mad when the cat returned as an UNKILLABLE monster that follow me wherever i am on that map, attacking me and basically attracting the other monsters! wow.. really Fair!
The menù is looking cool..but it has little to no use. hovering the mouse on items and get some little info would be better,why is that? here:
First time i get the lock pick i read how it work and i was ok. 2 days have passes before i played again and i forgot HOW to use it, i get the lock pick again but i accidentally press space and dont read the instructions... i tried using it for 5 minutes....nothing! So now my only options is either waste my ammo on doors, or reset the whole game... (i found the axe after wasting all my ammo so i get to keep plaiyng, but was a lucky strike)
the doll? i found immediately what it was for...but i dont get why sometimes it work and sometimes it dont.
i can go on and on about this problems, but i also want to say again that i think the idea is cool, and i really would like the explore the game more...but the mechanics just DONT allow me to do so, even when plaiyng "casual mode".
Hi Arthur! Thank you for the time you took for testing my game and writing such a thorough comment to it. I truly appreciate your remarks, with most of whom I quite agree.
You don't like the inertial movement of the player? Neither do I. At first I thought it was a nice idea, and it would add realism to the difficulty of running in environments dense with obstacles. Now I find it just slightly annoying, and in fact I didn't implemented it in the second videogame I'm currently working on. If I didn't remove it from Their Eyes it's only because that feature was present from the very first moment, and I'm almost positive you are the first one complaining about it. But, who knows?, I might reconsider this point.
Combat is not an option, you say. Actually, although it's not possible to beat the game without shooting a bullet, you can theoretically avoid most of the enemies. Pigs and cows attack only if provoked, as you know; bugs and darkmen can only see before themselves, and only if they have a clear line of sight; hounds can smell you within a certain range, regardless of obstacles, but will not stray too far from the starting point. Not to speak of worms, which are basically harmless if you deal with them with a little cold blood. Most of those enemies can be killed with a single hit, if caught unaware, and they never respawn - with few exceptions. Furthermore, bugs can be removed permanently from the game.
As a general idea, sounds are of great help in understanding whether you are dealing damage to someone or not. Bouncing (i.e. ineffective) hits produce a sharp sound, while damage-dealing hits produce a very different, deeper sound. The graphic effect is pretty different too.
On the other hand, I didn't implement sneaking mechanics on purpose (sorry for the ambiguity represented by the tall grass! I didn't think about it, but you're perfectly right). I like them a lot, as a player, but I felt it was definitely beyond my reach to implement an interesting sneaking mechanic in my very first game. Furthermore, I wanted to prevent the protagonist from becoming too comfortable in a place that was meant to be uncanny and inherently unsettling.
I'm surprised about the issue you encountered with hurtboxes. They are supposed to be aligned with creatures, and even to change shape accordingly, wherever the vertical and horizontal sprites differ substantially (for instance, the pig's). They actually do, as far as I know. They appear to behave correctly also in the playthroughs of my game I've watched on YouTube. Nevertheless, as a newbie developer mostly familiar with MacOs, I can't exclude weird bugs I'm not aware of, maybe on some versions of Windows? Would be helpful if you could post a short footage of the problem. Conversely, I have to admit I don't really understand what you are saying about breaking a door. You mean the door's hurtbox feels off too, or something different? Please explain, I'm really interested.
What you say about the menu is so true! Would be very helpful to somehow recall the functionality of each object. Since, as you remark, once you miss the tutorial popup for any reason you have no clue whatsoever on how to use items! Thanks, I'll work on that - and I'll implement something similar in my new game too (future players will be grateful to this post! :D).
The doll is not working always? That's weird, again. I assume you are conscious that the doll is a disposable item, correct? With that said, I'm not aware of any bugs concerning it. I'll look into it.
In conclusion, I'm not trying to persuade you that my game is good and you are wrong! :D I'm sorry if you had too high expectations because of some positive comments: Their Eyes is just the first experiment of an amateur, most real programmers would have done better in almost all respects. Some people did like the game, some other didn't, but I reject the accusation of making the game unfair just for the sake of it. I did my best, trying to make something tough but entertaining. I really hope I'll do better in the future, and this also thanks to detailed reviews like yours. :)
I didn't want to sound too harsh, again i found the concept very cool and i'm intrigued, but its just to stressfull keep restart the game, im not very fond of rougue like games in general, i found the concept of "keep resetting!" quite annoyng.
By the way i have not read the comments in this section, i just saw some picture and a short video a friend of my suggested and i was already "count me in!"
ill' try to keep it short since i already made what i suppose is a boring text wall in my first post :)
Doors: i need to be DEAD center in order to hit them, few pixels off and im hitting the walls. and if the door is sideways, is even worst.
Dolls: yes i know that, but it happen with the FIRST doll you find on the ground on "casual" mode. I pick it up like usual, run on the second map, ignoring the left sides (the witch house ) cause i know there is another doll there and i con only pick one. Try to run past the tree, get stuck betwenn the bridge and water(thats why i found the slippery walk infiuriating) get killed and get a game over screen. Than i thought i needed to touch the totems or the monk statue in order to activate some sort of chek-point but i havent tested...
Combat: i dont know what to tell you, dogs chase me forever, darkman can hit me from their backs..and exploding worms...yes they are actually not a problem once you discover the trick.
Hit boxes: i keep my statment. I'am keep playng and shoting in FRONT of them anbd keep hitting them. i dotn know if is machine related. im using a pc with windows 10 pro, if its any help
Sounds: you right, but with multiple monsters chasing me is hard to distinguish the correct sound between "monsters roar", dashing, hitting, me get hit, and my own voice sayng "wtf! wtf!"
tall grass: was not an accusation, since one of the prompt says : you dont have to fight them" i though i could just hide somewhere, and the tall grass seems nice since i can barely see myself, i figured the monster would not see me either. but that was JUST my hopinion, i used to mark the fact that is quite difficult to avoid combat.
I said i will have keep it short...but as you can see im not good at it -_-
you could just do a virtual machine if you have a good pc. Or if you have alot of storage on your pc you could partition your drive for a duel boot to have linux and windows. If you ever want to get rid of linux you can delete it and repartition your drives to be all part of windows. If you ever want to do that just look it up on youtube, there are a ton of tutorials and they are mainly pretty good. But be safe If your messing with your computer like that.
To be honest, I have a Mac; which I already partitioned to install Windows. I'm a little afraid of messing up my computer too much! :D I'll look into it, btw. Thank you for the advice!
Both an interesting and well crafted game, framed in a super moody atmosphere. From another fellow first time dev: Really impressive as first projects go!
The amount of work that went into this is pretty impressive, but honestly I found it way too hard and gave up after my third game over. I get that the dolls function as a life system, but forcing the player to replay the entire thing from the beginning if they run out seems really, really punishing, especially considering the amount of times the game throws unforseeable things at you. My deaths were:
-Dying to the tree after running out of ammo. I hadn't met the witch yet and didn't know totems could be used defensively.
-Dying to a pig in the village while fighting one of the four legged panther like enemies. I guess firing a gun near them angers them?
-Losing two lives to whatever that invisible thing is in the graveyard, then finally dying to the resurrected kitten after killing it accidentally. Is it invincible after resurrection? I put 5 rifle shots and an axe swing into it and it didn't die.
Gameplay wise, I noticed that especially in the forest bullets fired from the rifle have a weird tendency to not connect. I'm guessing the hitbox on them might be a bit big and they could be getting caught on trees. I think having some sort of hud indication as to if the rifle is loaded or not might be a good idea - I'm not sure if it takes a moment to finish the reload or not, but I had a few moments where I pulled out the rifle and it wasn't loaded even though I could have sworn I reloaded it. I also think maybe having some indication of the invisible enemy in the graveyard would be nice (quickly fading footsteps where it moves, soft laughter as an audio cue etc.) and - if it is supposed to be some sort of ghost - making it possible for the player to run through it; I got caught on it and suffered multiple hits trying to run past.
Thank you for the detailed feedback, I really appreciate it!
First of all, one quick question: have you played the latest version (1.1.5), which features a (kinda) "casual mode"? If not, you should probably give it a try. However, I'm aware that the game is hard - and partly not by choice but due to the roughness of the code that I've put together. I'm definitely trying to learn from the (many) mistakes of this first attempt, and I'm currently working on a new game that will (hopefully!) be more enjoyable also for those who are not hardcore gamers. (I am anything but a hardcore gamer, after all! :D)
Yes, the tree is tough; and the forest is probably the most confusing level. The problem you encountered when shooting with the rifle is (likely) because walls, and most of solid instances, use two separate invisibile collision objects: one to block the steps and the other one (slightly offset on the y axis) to block bullets and attacks. I'm pretty sure that trees has just one that serves both purposes. I will check as soon as possibile, and try to correct the issue.
Also yes, pigs and cows get angry (collectively) if you shoot close to one of them. You get a hint about that from the warden in the first hut.
The invisibile thing in the graveyard could be theoretically avoided, with a lot of luck, but is meant to be dealt with only once you got a certain object I'm not going to spoil (you get some hints about that from a couple npcs): that's why I preferred to not give any indication to the player about its position. In theory you can run through it, the problem is once you get hit you have only one second of invulnerability; so, by the time the knockback effect is over, you are vulnerable again. I'm going to double the invulnerability period in the next release (it was already planned), also to prevent frustrating chained deaths.
I will also add an indicator (at least in the casual mode) to make it clear wether the rifle is loaded or not.
I'm sorry for the lack of details about how to shoot and reload. In the version you were playing you just got a popup as you first collect the rifle. If you happen to try the latest version, though, you will find several improvements and bugfixes. For instance, you will get a reminder in case you try to shoot while the rifle is unloaded - saving you quite a lot of of failed attempts! :D Also, you'll see that when a certain object make you resurrect, you will start over in a better location - getting the chance to survive longer. I also implemented a "casual mode" (not so casual, to be honest) that grant you a little more health and some tweaks, in order to make your life a little easier. :)
I hope you will enjoy it, as I enjoyed your video! In any case, I'm currently working on my second project. So, yes, I will definitely give you the opportunity to play more. :)
PS: unlike other games, talking with npcs doesn't "unlock" anything; it's just a way of collecting lore as well as very useful informations that will help you to survive and defeat your enemies. Therefore, there's no point in skipping the dialogues. If you already know what a npc has to say, you should probably save your time and avoid the conversation.
I've been enjoying this quite a bit so far! Everytime I run through I get a little further and discover something new. Tip:on the opening screen, don't press anything to start the game. Just wait ;)
I've had to replay around 4 times now, it's a little tough for me and I've not used a gun mechanic like this, but on my last run I've been finding ways to avoid using up my bullets. The lore has been wonderfully intriguing and I've been making a lot of theories that I won't say here (*no spoiler review) but I highly recommend trying this out. Even though I keep restarting, it shockingly hasn't been too repetitive since through them I've figured out how to obtain items I need from more powerful enemies, as well as new locations and secrets. Absolutely try this one out!
I've enjoyed your playthroughs quite a lot, so far! I definitely hope to see more. Your theories are pretty interesting, but I won't comment on that: as you delve deeper into this game, I'm sure you will collect quite a few other pieces of the jigsaw.
A couple of remarks. You toggled off the tutorials almost immediately: I understand that the very first popups about how to walk and stuff can be bothering; by doing so, though, you've also deactivated the explanation on how to use a new item you've found down in the village: the lockpick! My suggestion is to leave the tutorials enabled, they are not so frequent and in some cases can make the difference. Also, I'm aware that dive straight into the action is sometimes more entertaining than talking to npcs: most of them are there for a reason, though, and if you pay attention they will provide you with precious hints on the lore and, most important, on how to deal with enemies and things in general. Also, dialogues change over time, depending on your deeds; so it's always useful to have a chat with someone who isn't apparently going to kill you. :)
At some point, talking about the aiming - shooting - reloading mechanic, you state that you're not used to such a layout of controls. Since I'm not very experienced in playing action(ish) games with mouse and keyboard, I did some thinking (and some researches) about this topic; but I'm far from satisfied. And now I'm developing my second game, so the question becomes crucial in order to build a better experience: which layout do you think would have been the best one? Which the most handy, or at least the most common one, for such a game?
A final tip: the version you played was 1.1.4, but from 1.1.5 on the game features also a "casual mode" - which is not that casual as the name might suggest, instead a slightly tweaked version meant to prevent frustration. :D Basically you get a little more health at the beginning, ammo packs contains four bullets instead of three, and so on. Check it out, if you are interested. In any case, newer versions come with bugfixes too.
In conclusion, thanks a lot for playing my game and making great videos! :)
Thank you for this exciting title, as well as your EXTREMELY helpful tips. I managed my way to one of the endings but I definitely want to take a little break and try again for another!
Thank you for telling me about the tutorial bits, I can't believe I turned it off so soon, I could've sworn in one of the replays I had gotten that far and just assumed the tutorial tips were no longer needed.
As for the aiming, I guess "traditionally" the only difference would be reloading would be a keypress and I guess the cursor would always be visible, so a mouse click would then just fire. Though to be honest, as I played more I began to like it. It is a little different to what I'm used to, but then again I haven't played many shooter games so what do I know haha, but now it honestly felt like my mouse was my gun. With all the mechanics built into the one device it really did immerse me a little more. I think from time to time it was a little tricky, like when I'm unsure if there's a bullet loaded or occasionally when I'm panicking and fumbling over my keys, but that kinda helped me feel more in line with this mysterious world I'm trying to survive in. In this world I would always be panicked and checking if my gun is loaded, or always be screwing up the reload/fire mechanisms when I'm being pursued. Also this occasional difficulty with my main weapon (added to the lack of bullets) meant having to find other ways to fight, such as leading enemies to the totems.
I can't wait to go into this again. The ending I walked into left me with a lot of questions, and doing the northern isle house doors out of order meant I couldn't read the journal entries. I'm very curious what the other 3 endings are, and just how I can survive the night otherwise.
So if you reply, I don't mind any more tips you may have, but no spoilers please. Thank you again for such in incredible experience!
That was another great video! It's really rewarding to have such players, taking their task as seriously as you do. :)
I found very nice, and very interesting, what you say about the gun/mouse device. Although there is an alternate key (Ctrl) for reloading (even because, as a Mac user, I'm very aware that not every mouse has the third button! :D) I think you got the point. As I first designed the gun, my idea was to provide the player from the very beginning with a quite powerful weapon, able to put down in one shot most of the opponents (as long as they're still unaware of your presence); but also a clumsy one, noisy and slow to reload, in order to boost the empathy with the protagonist of this unsettling adventure. I'm thinking to add, just in the casual mode, some kind of icon always on screen to check at first glance wether the rifle is loaded or not, without pulling out the weapon and looking for the small rectangle that appears on it. Not everybody like my design choice, but at least I'm not the only one who like it! :D
About the old lady's potion, it "simply" doubles your stamina. This is not a spoiler, since you're supposed to feel the effect inside your body; but the only immediate feedback is the stamina bar that suddenly empties before filling up again (the total length of the bar stays the same, unlike what happens in Dark Souls - for instance), and the old lady's words ("this potion will make you stronger") are a bit vague. I will make them more explicit in the next release, because a lot of players have been wondering about the effects of the potion without ever figuring them out.
Eventually, I can only recommend - once again - to talk with people in order to understand how to deal with the giant and where to find some oil for the lantern.
No more tips. I guess at this point you're experienced enough to make it to the next ending! :D
For some reason, I can't go full screen. In the tutorial, it didn't show a way to do that. So, how do you go full screen? Also, I really LOVE your game.
Are you a Windows or Mac user? Either way, you should be able to switch between full screen and windowed mode just pressing F1... Let me know if it doesn't work. :/
Hey! Wasn't sure the best way to contact you but I published my video just now - fantastic game! I also finished editing before I saw the announcement of "casual mode" so I'm going to try that xD anyway great game! I can't wait to see what else you come up with.
You made it! I mean, you didn't beat the game yet, but you've made a great video! :D
The "teleport" feature is not actually what it seems (although it would have been a neat mechanic). That's just a script that was supposed to unstuck you in case you got pushed inside solid objects, but sometimes it behaves in unpredictable ways; I'm definitely not using that script in the next game.
Also, watching your playthrough I've learned something new about how to pass tips and useful informations to the player. As a general rule, in Their Eyes is a good idea to talk to anybody who isn't trying to kill you, and listen carefully to what they say. Bullets are rare (at least until you meet a certaincharacter), and an ammo pack provides three of them (four, if you're playing in casual mode - which isn't so casual, beware!); so you should avoid to collect ammo packs if you're missing just one bullet or two. Don't hurry: explore carefully and thoroughly. Don't waste your time, either: three chimes to the night, remember?
Well, I really hope you will play again. I'm so glad you liked the game! :)
Really love the style and atmosphere of this game, unfortunately could not get very far. I understand your rationale behind not implementing a save feature, still wish I could've seen more of it.
Yes, that is a sore point and a polarizing issue... I am definitely developing a better system for my new game. Also, I am thinking about implementing a kind of "slightly easier mode" in the next release (1.1.5), thus allowing casual-ish players to see more of my game - as you say. I am a casual player myself, after all! :D
Apart from that, thanks a lot for the precious feedback. And keep an eye on the next release! ;)
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hi tysm! I was actually playing it when the update came out and got to 1 of the endings on normal mode. Did not disappoint, I thought the lockpicking mechanic was v fun, and the overall combat felt satisfying and well-balanced. Looking forward to playing more to try to find more endings!
Quick aside, the way the long grass (wheat?) fields look while moving diagonally makes a nasty sort of flashing effect on my screen, but that might be my screen. or my eyes
Tall grass is an eyesore: I don't think it's just your screen, since you're not the first person to complain. Maybe I should do something about that, even if I'm not sure what... I'll think about it. (Just to get it straight: tall grass was meant to be hypnotic and befuddle the player while traversing it, but the final effect is probably disturbing!)
By the way, I'm very glad to know that you got back to my game and also achieved the first ending! To be honest, I don't think the game is really hardcore: the learning curve is a bit steep in the beginning, which may end up causing frustration; but if one is patient and motivated enough, everything get manageable very quickly. Congrats! :)
Absolutely love the aesthetic and design of the game, and the difficulty makes executing things right all the more satisfying! I'm wondering whether there were any games you found particularly inspirational while working on this? Also, the fact that this was your first game is mind-boggling. Really makes me want to finally try to make something myself. Looking forward to seeing what else you put out in the future!
Thank you for your words, sopu. :) They are very motivating to me, since I started developing my second game just few days ago - and I'm both excited and scared.
Actually, I haven't played a lot of top-down action-rpg (as an example, I'm ashamed to admit that I never played a single Zelda). Nevertheless, I always found very appealing the top-down perspective: so simple yet powerful. Some have defined my game as a "pixelated Darkwood", which is funny because I swear I played Darkwood for just three hours three years ago (Steam is my witness! :D); it is also pretty inaccurate, since Darkwood is based on procedural and crafting mechanics - which I personally don't like, despite having loved the atmosphere of that game. As a matter of fact, a couple of months ago I installed Darkwood once again just to make sure I didn't steal something unintentionally: and I was shocked because the intro begins with "I see hatred and fear in their eyes"... :D Other than that, and the (not very original) finding that also Lockwood is isolated from the rest of the world, "no roads in or out", I don't see many similarities between Darkwood and my game. (Ok, let's throw in the "-wood" part of name too - ha ha)
In short, I really couldn't say if a game (or more than one) in particular inspired me. I think that I've tried to put together some atmospheric elements that impressed me (one among all: the intentional vagueness of Dark Souls' lore) with the aesthetic of totally different old-school games that made me dream (without pretending to be philological, as demonstrated by certain not very 8-bit sound fx).
Ok, I've been boring enough, but I have to say one more thing: you should definitely try to make something yourself! They say the hardest part is starting, but I beg to differ: the way I see it, the hardest part is keeping up. However, since it's also very rewarding, shouldn't probably be hard at all! :)
That's really great, best of luck with developing the new game! I've had a great time playing Darkwood recently, so it's funny you mention it -- I also don't think it bears that much of a resemblance to Their Eyes, besides having a creepy atmosphere and combining roguelike elements with survival horror (which are two of my favorite things).
I really appreciate hearing some of your thoughts on what you were thinking about when designing the game's atmosphere. I think intentional vagueness in the world's lore / player context can actually be crucial in squeezing a lot of mystery out of very simple elements. And that's I think what I liked so much about Their Eyes -- graphics and mechanics that are simple enough to have possibly been made in the 80s, but executed well and with sufficient attention to detail that it feels super refreshing and clean. You don't need really fancy graphics for a game to look beautiful, feel scary, and give your brain just enough world detail that it starts wandering thinking, "why are these people crazy?" "what happened here?" "what kind of creature broke this door off its hinges? am I even equipped to handle something like that?" etc
Anyway. Thanks for your encouragement! I've actually spent the weekend learning a bit of LÖVE by just starting simple and constructing a snake game from scratch. And it's been super fun so far.
I'm sure it has been fun! It was the end of July 2020 when I "coded" my first game, following a tutorial to recreate Asteroids in GameMaker Studio 2. Back then I had no doubt that I would have stick to the lazy drag & drop interface for the rest of my life... Except that it was so exciting that I immediately changed my mind. :D
About the relation between graphics and atmosphere, I guess that less is more. For my personal taste, the crude volumes of a Gothic's scenery are way more enthralling than many modern super-detailed landscapes with ray tracing and stuff; as well as low-poly models can be scarier then hyper-realistic monsters. In the architecture of terror, the true keystone is our imagination. This is my opinion, at least.
I didn't get to finish it yet but definitely plan to soon! I love these kinds of games and this one is no different! It's hard yet fun to play. The characters seem well thought out and I enjoyed talking to each one. The environment felt well made and it seemed like each place had a purpose. I do wish I didn't have to start over once dead, however, maybe I haven't played long enough to find a save point. Overall, I really enjoyed this game and definitely recommend it! I made a video of this game where I go into more detail about the game as well. If you enjoyed what you watched, please do consider subscribing, but it's up to you! Thanks again!
Thank you man! I finally watched the video. :) But why on earth are you shooting to everything that comes within range? :D As a general tip, npcs and journals can provide you valuable informations on how to deal with enemies and deal with things in general.
I noticed that you are playing an outdated version (1.1.3); if you really decide to come back to my game I'd warmly recommend to download the latest one. Even if there is no actual check-point system, the way how a certain item works from version 1.1.4 on does a great difference in terms of starting over.
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
From the end of February to the end of July; although, in fact, I kept working on frequent updates and bugfixes in the following weeks. (It would probably have taken just a couple of months to a more experienced programmer!)
I'm glad you appreciate my efforts, by the way. :)
Hello! I haven't played Their Eyes yet but I'm already hooked on the style and gameplay.I was wondering if you were allowing let's players on YouTube to do a first-time playthrough, and if so, then I'd love to make a video of it.
yes! i finally beat the game after a buncha days! i'll probably come back to get another ending : )
Also, incredible job! i really wanna see what ur future games and stuff are gonna be like bc ur first one was great! once u know what to do and stuff it's no TOO hard
Ok, I'll try to give some hints without revealing too much! :D
Basically, the alien coins are the key for three out of four endings.
Apart from the "normal" ending where you escape through the well, you can leave after collecting all of the coins; or access (thanks to them) an otherwise inaccessible place, where you will face, uhm, someone. At that point, you will have two more options on how to end your quest: one blatant, the other one more... creative! :D
cool thanks a bunch i think i understand how to get another ending now, also does dying by night time count as an ending? you said you need those coins for 3 out of 4 of the endings so i guess not
update: i now have only one more ending to go, i've got the well/normal ending, the other well ending, not really sure what the endings are called but i also got that ending where you choose the left staircase
No wonder you got featured because this game is so well featured with so many quality of life improvements like button overlays and screen shake. All these combine to make an awesome game! Well done.
To be honest, I didn't do anything special in order to get featured. I mean, one day I just woke up and found my game in the featured list. (And took a screenshot, of course, as a souvenir of my "fifteen minutes of fame" :D) But I have no idea of the algorithm that led to this.
actually their eyes is featured now or maybe ie just for me since I follow you but either way it's cool! Make sure to check out future games musket fish funding bundle there are 11 or 12 games for just $2 and total value is like $7! So check it out! Thanks so much.
Didn't quite beat it, but very interesting. I absolutely loved the atmosphere and the designs for the creatures. The main thing I disliked so far was that I would press E to continue the dialogue for the characters, but they'd just wrap back around to what they'd say at the beginning, but that's just a nitpick. Also, I got stuck on trees a lot when running from monsters. It's a good game all in all. I plan on playing and finishing this in the future.
Thank you for playing my game - and making a video too! It's always instructive to watch how different players approach the same problems. It helps me to understand where I could have done better. First of all, key bindings should have been explained more clearly, and maybe remain accessible during the gameplay: for example, at some point you were middle clicking (apparently) without outcome; but that's just because the rifle was already loaded, actually. :D
Yes, dialogues start again after few lines: but there's alway something emphasizing the moment when they wrap around (most characters say "Anyway..."). Moreover, they change over time: if you talk to the same character after a while, it is absolutely possible that they tell you different things.
I learned quite a lot from this first game: above all, what mistakes avoid in the future! :)
Yeah I realized I had ammo in the gun while editing, but by that point it was too late lol. I didn't realize because I had picked up ammo so in the top right all of the ammo slots were full, so I thought the gun was empty. I also thought for some reason the gun unloaded itself when I stopped aiming, I don't know where I got that idea, that's on me.
I didn't realize that the people said different things if you talk to them enough, but I hadn't played long, and I just assumed they looped back around so I stopped talking to them. I hope to play soon, but I'm a bit busy unfortunately. Like I said though, good game. I hope to see more from you.
Well, I have to say that a self-unloading rifle would have been a really tough, yet funny, mechanic! I am not so cruel! :D (I could add a comment or something to help people understand as they try to load a loaded rifle; at least the first time...)
Btw, thanks again. I hope to see more from me too! :)
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
i haven't gotten far but i really liking this. good job with your first game, the atmosphere is great and dreary. the art is good and I love the aesthetics, gameplay is unique, not like what i've seen before. though i like that death has consequences, something lacking in most horror games, i feel like a checkpoint system would be better then just a straight boot to the start. just spread them thinly. also some the the hitboxes are wonky, like with that fly spitter thing in area two. also when im in my inventory and i press "t" the entire game crashes, but thats all the negatives i have to say with this gem of a game
I'm really glad that you are playing and enjoying my game. :)
Yeah, a checkpoint system would have been most likely preferable. Problem is that, as an inexperienced dev, I waited too long before implementing it: and that was a huge mistake. A saving system is something that you should plan in advance, as I found out, and adding it to the code at this stage is beyond my abilities. To be fair, adding anything to my code is a pain, at this stage. I developed the game without plans, putting things in as they came to mind; and the result is that, at this point, I have a pretty big and very convoluted code, extremely hard to edit without messing everything up. :/ Next time, the checkpoint system will be at the top of the to-do list!
Hitboxes are, in general, a little smaller than the creature they belong to but decently accurate. I guess. The issue that you may have incurred with the spitter thing is not related to the hitbox itself, rather to the cooldown before it becomes vulnerable again; an unusually long cooldown, inelegant solution to allow it to unleash its attacks without giving it too many hitpoints. Hope to find a better solution soon.
Darn it, you're are right! D: I forgot to disable the "T" key while the game is paused, which would inevitably result in a crash. You will find this bug fixed in version 1.1.4.
I just bought it now and played for a bit. Great game and very atmospheric! Unfortunately life is short and free time shorter, and with no checkpoint/save to keep me from losing progress and having to repeat and repeat, I can't really play it anymore. However I think it's a great effort (certainly more than I could do :-) ) and I will keep an eye out for more games from you!
Thanks a lot, man! I'll do my best not to disappoint your expectations... Also with regard to the checkpoint system. :)
Btw, I'm pretty sure that you could play my game just one run per day and get better and better sooner than you think. You'll tell me if I'm right! After all, my game way shorter than some missions in GTA San Andreas, that you are forced to play from beginning to end without saving! :D
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
As of writting this i just got the true ending and i've been playing this game for like 6 hours lol, i tried making this summary of what i think to be good and bad (also this review has a bunch of spoilers for anyone who wants to play):
cool stuff:
-exploration: Really enjoyed discovering the world in the start, i believe this comes naturally in games with good world-building.
-replayability: starting from zero isn't that hard and you can progress pretty quickly, making doing more runs to test different scenarios and get other endings pretty easy.
-art direction: "An usettling adventure" is a good way to put it indeed, the cartoony MS-DOS style works with the eery story and world to give the impression of a much more adventurous FAITH.
-helpful failstates: If you die doing something wrong you get hints at what was wrong, these can also help you getting some endings.
-dialogue options/writting: This is probably what i most spent my time and runs on, just trying different scenarios to see how the NPCs respond, i wouldn't have done this if there weren't as many different scenarios so i really like this attention to detail.
less-cool stuff:
-wish there was more dialogue for some characters
-couldn't find top left and bottom right inventory items, are they not yet added?
-there is no reason for killing the ghost or the shadow priest because nothing changes and you get nothing
-the night timer is a bit too long, i feel as if it could be more of a barrier at the start of them game. Unless you're activelly taking breaks there's always enough time.
These is hardly a problem because they likely are due to the game still being in development or so i think.
bugs:
-enemy pathtracking (most noticeably on bosses) and the cat's fallout 3 companion ability to block your path, maybe remove his collision with the player.
-bosses sometimes get stuck in trees, like the ancient tree when chasing you and the fire titan when wandering around.
-if you go back to the old lady's house during the end sequence, the wall she puts up for the monsters doesn't go down and you're forced to restart, this really sucks because if you want to see the dialogue you have to throw the run.
The game has some pretty great writting and functions surprisingly well for it supposedly being your first, i hope to see more from you in the future, thanks for putting it out and good luck on game-dev.
I'll leapfrog the cool stuff section with a big smile and a heartfelt thanks.
-Dialogues with NPCs: I'm glad you've appreciated the dialogues, I was worried I'd put in too much chatter for an action-ish game! It's true that some characters have just few lines, but that was only because I thought that their location wasn't suitable for a longer conversation. I'll see if I should add few more dialogues.
-The four corner slots are for temporary or consumable items, like the gate key or the medikit. This explains why you didn't see the corresponding items in the inventory, even if you likely found them.
[SPOILERS AHEAD] -There is no reason to kill the ghost, actually. Since the ghost is set free by the death of the old lady, and I didn't mean to encourage the player to kill her (even if I gave him the free will to do that), the pentagram was intended just as an extreme measure to prevent the ghost from haunting the village forever. If all this sounds a little convoluted it's because (maybe) it is. Conversely, you do get something in exchange for killing the shadow priest; although I'm not sure which character you're referring to. If you mean the former Lockwood priest, killing him makes the fire giant considerably weaker (even if the feedback is perhaps unclear: I'll work on this, thanks!). [SPOILERS ENDED]
-That's interesting. I never thought of the night timer as an actual barrier, probably because I'm not a fan of timed games: its original purpose was only to prevent the player from wasting time and roaming in circles. This is why I set the timer on a generous period of 30 minutes, which is way more than enough to complete the game. I could probably change that. Without making the game frantic, of course: just a little more dynamic... Thank you again!
Here come the bugs. :D
-I'm not sure I'm able to implement a better pathfinding system, yet (I'm studying every day, but there's a lot of stuff to learn!). What I can do, is slightly redesign the scenarios in order to make them "smoother" in terms of pathfinding. I've already adjusted the forest (I'm assuming you've played the last version, 1.1.2 - right?), although I can certainly do better. The wastelands are mostly open, so I didn't expect the giant to get stuck; I'll check it out, too.
-Yeah, I hate the cat blocking the way (as I hated the dog in Fallout :D). I'm currently implementing a new system to make selective collisions, so that should be fixed soon!
[MINOR SPOILER AHEAD] -Darn man, you are right! The barrier could be a serious issue in the final part. My bad, I didn't think of that! I'm gonna fix it as soon as possible. [MINOR SPOILER ENDED]
In conclusion, I'm truly grateful for your time. Expect a version 1.1.3 soon, (also) improved thanks to your constructive criticism! :)
Glad you can take feedback and providing it is the least i could do.
thought the same about the pathtracking, in the city structures are simple, enemies have no problem following you, but in the forest were each tree has a gap, they end up making a weird conclusion and get stuck.
Also i'd like to mention this game is the first time i've heard the word "obliquely", actually had to look it up so i could understand what the phrase meant lol.
As promised, I finished the game! (and on the latest version, too) I said it before but you've done such a wonderful job, I'm in awe. I do feel like the night timer maybe should have been shorter — it just never felt like a threat, and I don't recall ever being in danger of running out. Still, I love the world that you've built and hope you continue it in some form!
Ok, that was another great video. I always find your playthroughs very gripping! And, as per usual, revealing of few bugs I was not aware of (the most important, the tentacle from the statue that was not supposed to rapture you twice!). So, thanks again. And I hope you enjoyed my game as it seems!
Btw, version 1.1.3 will be hopefully released in few hours, and will feature a shorter night timer. :)
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Definitely not enough to quit my job! :D (Just a few bucks, honestly. But since it's my first game and I wasn't expecting to make any money, I'm still very happy!)
black and noir, actually, i clicked on this because i saw the screenshots and the art style was like none other! i like how it's borderline 1-bit because 1-bit games make my eyes burn but something like this is basic enough to be enjoyed and played by anyone. so in short, it's probably the art style that made this so popular!
As I explained somewhere else, the art style is almost an accident, or rather a lucky coincidence: since the game was supposed to be (and actually was, almost until the release) just black and white... At the end, instead of redrawing everything from scratch, I simply decided to recolor the white outlines and add few details. I'm pretty sure the original art style would have burned the eyes of anyone! :D
Ok, apparently Big Sur made everything a little bit more complicated... Still, you should be able to run the executable following the instructions provided with the video. You can try this and let me know (since I'm still using Mojave, so I cannot test it myself!):
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haven't played it, watched Manlybadasshero play it on YouTube.
Well, that is a wonderful playthrough! :D
P.S. this style looks like it could be used in a zombie apocalypse survival game. if you make another game like "Their Eyes" could i suggest a few things?
Actually, I am already making a game like "Their Eyes". :D
Go ahead, though. Suggestions are always welcome!
actually, i'll wait, i was going to suggest modern stuff, this game seems to take place in medieval times. i'll wait until you get that game finished.
The time frame is deliberately fuzzy. Don't want to spoiler too much, but expect medieval furnitures alongside modern machinery.
As far as we know, could even be set in the present day. :)
Every idea is welcome!
THAT LOOKS AMAZING!!! very excited. btw still thinking about "their eyes" all these years later
Thank you. That touches me more than I can say! :')
Still routinely think about this game. It's so very interesting, and if you make anything else down the line I'll be eager to play it too.
Hi Kat. I am truly flattered by your kind words. :)
Actually, I am making something else. I have been working on my second game for almost two years now.
(I know, one should never undertake such a vast and ambitious project as a second game, and yet here I am.)
It's somehow related to the story of Lockwood and the Blind One and so on.
I hope to kinda finish it within the current year, and I'd like to start showing something as soon as possible (uhm, I wonder if this website has a section for posting work in progress too); but I keep putting this thing off because I’m so busy developing the game itself that I don’t have much time left to promote it. :D
So far, the only thing I shared is a ridiculously short teaser:
Oh, goodness, I'll be looking forward to this, best of luck on such a large undertaking!!
Thank you!!! :)
This game is amazing... and it is scared me at first! I like the story and characters and their dialogues! With minimalistic approach you showed so many details and hints! Final run to the well was so intense! Cows nearly got me!
The ghost frightened me when he was invisible. But when I saw him, he became even more frightening.
I think I've seen nearly everything but I have some questions.
What is the fourth ending? I think there are two endings when you go down the well and one when you go up by stairs.
Is there a way to stop the ritual by disturbing the summoner and not escape by stairs up or go down the well??
In the main menu I saw "YOU ARE M". Does it mean Murder? Or Me? Or maybe Marvellous? :D
Thank you for your kind words, Dreamkilled! So glad you liked my little game. :)
Yes, the ghost was redrawn to be more frightening at some point: if you watch the trailer, you'll notice that the original one was completely different.
As you say, I had fun putting quite a bunch of details in such a short experience (and I'm trying to do the same in the second project I'm currently working on, yet on a different scale... But that's another story).
To answer your questions:
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Yes, there is a way to stop the ritual. Even if it's not explained, but only suggested, in that occasion you have the chance to perform a special melee attack; you should wait for the right moment, though.
After that, you will still have to choose whether to go up or down the stairs, but you will have access to the fourth ending.
The four endings are in fact:
- going down the well;
- going down the well with the four alien coins;
- wake up (stairs up from the ritual chamber);
- going down the well after defeating your evil self.
As regard to the sentence in the main menu... Well, it's deliberately ambiguous and left to your interpretation! :D
I waited a lot before writing this, i played a lot also, cause i wanted to test it more,i wanted to be sure..
This game sure have a very cool atmosphere and probably a nice story too, wich i'd love to know!
but the gameplay ? geez this game suck!
this game is not hard to give a challenge, is hard and unfair just for the sake of it! where do i even begin?
You always run like you're on ice, and with the multitude of obstacles and different terrains: you can be sure that running means corner your self or be stuck on something!
Combat is not an option either, the reload mechanic is just convoluted, and the hit-boxes(although i'm not sure is on purpose) are NOT on the monsters, but (usually) in front of them, even when they are still. Broken a door is also strange, that's why i'm not sure is on purpose.
the thing in the pond? the "spiritual brother" ? or just the fucking tree(the fairness there is just...wow, why not also a rock falling on my head there?)! Am i hitting them or not? Am i doing damage? who knows?
that would not be so bad if sneaking was something you are allow to do. Too bad monsters are on your way all the time and can spot or smell you wherever you are (i really thought at the beginning that in tall grass i was hidden..the game over correct me so)..so no sneaking either
And dont let me start talk about the cat! Cat lover here, so when a huge pig killed my cat i was mad! But i get even MORE mad when the cat returned as an UNKILLABLE monster that follow me wherever i am on that map, attacking me and basically attracting the other monsters! wow.. really Fair!
The menù is looking cool..but it has little to no use. hovering the mouse on items and get some little info would be better,why is that? here:
First time i get the lock pick i read how it work and i was ok. 2 days have passes before i played again and i forgot HOW to use it, i get the lock pick again but i accidentally press space and dont read the instructions... i tried using it for 5 minutes....nothing! So now my only options is either waste my ammo on doors, or reset the whole game... (i found the axe after wasting all my ammo so i get to keep plaiyng, but was a lucky strike)
the doll? i found immediately what it was for...but i dont get why sometimes it work and sometimes it dont.
i can go on and on about this problems, but i also want to say again that i think the idea is cool, and i really would like the explore the game more...but the mechanics just DONT allow me to do so, even when plaiyng "casual mode".
Hi Arthur!
Thank you for the time you took for testing my game and writing such a thorough comment to it. I truly appreciate your remarks, with most of whom I quite agree.
You don't like the inertial movement of the player? Neither do I.
At first I thought it was a nice idea, and it would add realism to the difficulty of running in environments dense with obstacles.
Now I find it just slightly annoying, and in fact I didn't implemented it in the second videogame I'm currently working on.
If I didn't remove it from Their Eyes it's only because that feature was present from the very first moment, and I'm almost positive you are the first one complaining about it. But, who knows?, I might reconsider this point.
Combat is not an option, you say.
Actually, although it's not possible to beat the game without shooting a bullet, you can theoretically avoid most of the enemies.
Pigs and cows attack only if provoked, as you know; bugs and darkmen can only see before themselves, and only if they have a clear line of sight; hounds can smell you within a certain range, regardless of obstacles, but will not stray too far from the starting point. Not to speak of worms, which are basically harmless if you deal with them with a little cold blood.
Most of those enemies can be killed with a single hit, if caught unaware, and they never respawn - with few exceptions. Furthermore, bugs can be removed permanently from the game.
As a general idea, sounds are of great help in understanding whether you are dealing damage to someone or not.
Bouncing (i.e. ineffective) hits produce a sharp sound, while damage-dealing hits produce a very different, deeper sound.
The graphic effect is pretty different too.
On the other hand, I didn't implement sneaking mechanics on purpose (sorry for the ambiguity represented by the tall grass! I didn't think about it, but you're perfectly right).
I like them a lot, as a player, but I felt it was definitely beyond my reach to implement an interesting sneaking mechanic in my very first game.
Furthermore, I wanted to prevent the protagonist from becoming too comfortable in a place that was meant to be uncanny and inherently unsettling.
I'm surprised about the issue you encountered with hurtboxes.
They are supposed to be aligned with creatures, and even to change shape accordingly, wherever the vertical and horizontal sprites differ substantially (for instance, the pig's). They actually do, as far as I know. They appear to behave correctly also in the playthroughs of my game I've watched on YouTube.
Nevertheless, as a newbie developer mostly familiar with MacOs, I can't exclude weird bugs I'm not aware of, maybe on some versions of Windows? Would be helpful if you could post a short footage of the problem.
Conversely, I have to admit I don't really understand what you are saying about breaking a door. You mean the door's hurtbox feels off too, or something different? Please explain, I'm really interested.
What you say about the menu is so true!
Would be very helpful to somehow recall the functionality of each object. Since, as you remark, once you miss the tutorial popup for any reason you have no clue whatsoever on how to use items!
Thanks, I'll work on that - and I'll implement something similar in my new game too (future players will be grateful to this post! :D).
The doll is not working always? That's weird, again.
I assume you are conscious that the doll is a disposable item, correct?
With that said, I'm not aware of any bugs concerning it. I'll look into it.
In conclusion, I'm not trying to persuade you that my game is good and you are wrong! :D
I'm sorry if you had too high expectations because of some positive comments: Their Eyes is just the first experiment of an amateur, most real programmers would have done better in almost all respects.
Some people did like the game, some other didn't, but I reject the accusation of making the game unfair just for the sake of it.
I did my best, trying to make something tough but entertaining.
I really hope I'll do better in the future, and this also thanks to detailed reviews like yours. :)
I didn't want to sound too harsh, again i found the concept very cool and i'm intrigued, but its just to stressfull keep restart the game, im not very fond of rougue like games in general, i found the concept of "keep resetting!" quite annoyng.
By the way i have not read the comments in this section, i just saw some picture and a short video a friend of my suggested and i was already "count me in!"
ill' try to keep it short since i already made what i suppose is a boring text wall in my first post :)
Doors: i need to be DEAD center in order to hit them, few pixels off and im hitting the walls. and if the door is sideways, is even worst.
Dolls: yes i know that, but it happen with the FIRST doll you find on the ground on "casual" mode. I pick it up like usual, run on the second map, ignoring the left sides (the witch house ) cause i know there is another doll there and i con only pick one. Try to run past the tree, get stuck betwenn the bridge and water(thats why i found the slippery walk infiuriating) get killed and get a game over screen. Than i thought i needed to touch the totems or the monk statue in order to activate some sort of chek-point but i havent tested...
Combat: i dont know what to tell you, dogs chase me forever, darkman can hit me from their backs..and exploding worms...yes they are actually not a problem once you discover the trick.
Hit boxes: i keep my statment. I'am keep playng and shoting in FRONT of them anbd keep hitting them. i dotn know if is machine related. im using a pc with windows 10 pro, if its any help
Sounds: you right, but with multiple monsters chasing me is hard to distinguish the correct sound between "monsters roar", dashing, hitting, me get hit, and my own voice sayng "wtf! wtf!"
tall grass: was not an accusation, since one of the prompt says : you dont have to fight them" i though i could just hide somewhere, and the tall grass seems nice since i can barely see myself, i figured the monster would not see me either. but that was JUST my hopinion, i used to mark the fact that is quite difficult to avoid combat.
I said i will have keep it short...but as you can see im not good at it -_-
Why is this tagged adult tho lol
Good game indeed, even though I'm never that much of a fan with horror games, this one feels different than the others
Ha ha
Well, dunno actually. I probably decided to use the adult tag assuming it could have been a bit scary for a very young audience. :D
Wow, if you're not a fan of horror games in general your appreciation is even more valuable. Thank you! :)
are you gonna try and get a version on linux as well. would be lovely.
Well, in theory I could. But I have no Linux machine to connect to, which is an essential requirement in order to compile for that system. :/
you could just do a virtual machine if you have a good pc. Or if you have alot of storage on your pc you could partition your drive for a duel boot to have linux and windows. If you ever want to get rid of linux you can delete it and repartition your drives to be all part of windows. If you ever want to do that just look it up on youtube, there are a ton of tutorials and they are mainly pretty good. But be safe If your messing with your computer like that.
To be honest, I have a Mac; which I already partitioned to install Windows. I'm a little afraid of messing up my computer too much! :D
I'll look into it, btw. Thank you for the advice!
always study up before you make the choice.
Both an interesting and well crafted game, framed in a super moody atmosphere. From another fellow first time dev: Really impressive as first projects go!
Thanks man, really appreciate your words. :)
Please tell me there's going to be a sequel, i can't get enough of this game
Oh, wow... You made my day, Jubile!
Well, actually I'm working on my second game, a much more ambitious project, which is somehow... related. :)
Seriously I can't tell you just how much I love this game, down to every detail. I will love to see more of you :)
...And this was my Christmas present, I guess. :D
I'm doing my best not to disappoint your expectations, btw.
The amount of work that went into this is pretty impressive, but honestly I found it way too hard and gave up after my third game over. I get that the dolls function as a life system, but forcing the player to replay the entire thing from the beginning if they run out seems really, really punishing, especially considering the amount of times the game throws unforseeable things at you. My deaths were:
-Dying to the tree after running out of ammo. I hadn't met the witch yet and didn't know totems could be used defensively.
-Dying to a pig in the village while fighting one of the four legged panther like enemies. I guess firing a gun near them angers them?
-Losing two lives to whatever that invisible thing is in the graveyard, then finally dying to the resurrected kitten after killing it accidentally. Is it invincible after resurrection? I put 5 rifle shots and an axe swing into it and it didn't die.
Gameplay wise, I noticed that especially in the forest bullets fired from the rifle have a weird tendency to not connect. I'm guessing the hitbox on them might be a bit big and they could be getting caught on trees. I think having some sort of hud indication as to if the rifle is loaded or not might be a good idea - I'm not sure if it takes a moment to finish the reload or not, but I had a few moments where I pulled out the rifle and it wasn't loaded even though I could have sworn I reloaded it. I also think maybe having some indication of the invisible enemy in the graveyard would be nice (quickly fading footsteps where it moves, soft laughter as an audio cue etc.) and - if it is supposed to be some sort of ghost - making it possible for the player to run through it; I got caught on it and suffered multiple hits trying to run past.
Thank you for the detailed feedback, I really appreciate it!
First of all, one quick question: have you played the latest version (1.1.5), which features a (kinda) "casual mode"?
If not, you should probably give it a try.
However, I'm aware that the game is hard - and partly not by choice but due to the roughness of the code that I've put together.
I'm definitely trying to learn from the (many) mistakes of this first attempt, and I'm currently working on a new game that will (hopefully!) be more enjoyable also for those who are not hardcore gamers.
(I am anything but a hardcore gamer, after all! :D)
Yes, the tree is tough; and the forest is probably the most confusing level.
The problem you encountered when shooting with the rifle is (likely) because walls, and most of solid instances, use two separate invisibile collision objects: one to block the steps and the other one (slightly offset on the y axis) to block bullets and attacks. I'm pretty sure that trees has just one that serves both purposes.
I will check as soon as possibile, and try to correct the issue.
Also yes, pigs and cows get angry (collectively) if you shoot close to one of them.
You get a hint about that from the warden in the first hut.
The invisibile thing in the graveyard could be theoretically avoided, with a lot of luck, but is meant to be dealt with only once you got a certain object I'm not going to spoil (you get some hints about that from a couple npcs): that's why I preferred to not give any indication to the player about its position.
In theory you can run through it, the problem is once you get hit you have only one second of invulnerability; so, by the time the knockback effect is over, you are vulnerable again.
I'm going to double the invulnerability period in the next release (it was already planned), also to prevent frustrating chained deaths.
I will also add an indicator (at least in the casual mode) to make it clear wether the rifle is loaded or not.
Thanks again! :)
Such a great game! Can't wait to play more!
Thank you for playing, man!
I'm sorry for the lack of details about how to shoot and reload.
In the version you were playing you just got a popup as you first collect the rifle. If you happen to try the latest version, though, you will find several improvements and bugfixes.
For instance, you will get a reminder in case you try to shoot while the rifle is unloaded - saving you quite a lot of of failed attempts! :D
Also, you'll see that when a certain object make you resurrect, you will start over in a better location - getting the chance to survive longer.
I also implemented a "casual mode" (not so casual, to be honest) that grant you a little more health and some tweaks, in order to make your life a little easier. :)
I hope you will enjoy it, as I enjoyed your video!
In any case, I'm currently working on my second project. So, yes, I will definitely give you the opportunity to play more. :)
PS: unlike other games, talking with npcs doesn't "unlock" anything; it's just a way of collecting lore as well as very useful informations that will help you to survive and defeat your enemies. Therefore, there's no point in skipping the dialogues. If you already know what a npc has to say, you should probably save your time and avoid the conversation.
I've been enjoying this quite a bit so far! Everytime I run through I get a little further and discover something new. Tip:on the opening screen, don't press anything to start the game. Just wait ;)
I've had to replay around 4 times now, it's a little tough for me and I've not used a gun mechanic like this, but on my last run I've been finding ways to avoid using up my bullets. The lore has been wonderfully intriguing and I've been making a lot of theories that I won't say here (*no spoiler review) but I highly recommend trying this out. Even though I keep restarting, it shockingly hasn't been too repetitive since through them I've figured out how to obtain items I need from more powerful enemies, as well as new locations and secrets. Absolutely try this one out!
I've enjoyed your playthroughs quite a lot, so far!
I definitely hope to see more.
Your theories are pretty interesting, but I won't comment on that: as you delve deeper into this game, I'm sure you will collect quite a few other pieces of the jigsaw.
A couple of remarks.
You toggled off the tutorials almost immediately: I understand that the very first popups about how to walk and stuff can be bothering; by doing so, though, you've also deactivated the explanation on how to use a new item you've found down in the village: the lockpick!
My suggestion is to leave the tutorials enabled, they are not so frequent and in some cases can make the difference.
Also, I'm aware that dive straight into the action is sometimes more entertaining than talking to npcs: most of them are there for a reason, though, and if you pay attention they will provide you with precious hints on the lore and, most important, on how to deal with enemies and things in general. Also, dialogues change over time, depending on your deeds; so it's always useful to have a chat with someone who isn't apparently going to kill you. :)
At some point, talking about the aiming - shooting - reloading mechanic, you state that you're not used to such a layout of controls.
Since I'm not very experienced in playing action(ish) games with mouse and keyboard, I did some thinking (and some researches) about this topic; but I'm far from satisfied.
And now I'm developing my second game, so the question becomes crucial in order to build a better experience: which layout do you think would have been the best one?
Which the most handy, or at least the most common one, for such a game?
A final tip: the version you played was 1.1.4, but from 1.1.5 on the game features also a "casual mode" - which is not that casual as the name might suggest, instead a slightly tweaked version meant to prevent frustration. :D
Basically you get a little more health at the beginning, ammo packs contains four bullets instead of three, and so on.
Check it out, if you are interested.
In any case, newer versions come with bugfixes too.
In conclusion, thanks a lot for playing my game and making great videos! :)
Thank you for this exciting title, as well as your EXTREMELY helpful tips. I managed my way to one of the endings but I definitely want to take a little break and try again for another!
Thank you for telling me about the tutorial bits, I can't believe I turned it off so soon, I could've sworn in one of the replays I had gotten that far and just assumed the tutorial tips were no longer needed.As for the aiming, I guess "traditionally" the only difference would be reloading would be a keypress and I guess the cursor would always be visible, so a mouse click would then just fire. Though to be honest, as I played more I began to like it. It is a little different to what I'm used to, but then again I haven't played many shooter games so what do I know haha, but now it honestly felt like my mouse was my gun. With all the mechanics built into the one device it really did immerse me a little more. I think from time to time it was a little tricky, like when I'm unsure if there's a bullet loaded or occasionally when I'm panicking and fumbling over my keys, but that kinda helped me feel more in line with this mysterious world I'm trying to survive in. In this world I would always be panicked and checking if my gun is loaded, or always be screwing up the reload/fire mechanisms when I'm being pursued. Also this occasional difficulty with my main weapon (added to the lack of bullets) meant having to find other ways to fight, such as leading enemies to the totems.
I can't wait to go into this again. The ending I walked into left me with a lot of questions, and doing the northern isle house doors out of order meant I couldn't read the journal entries. I'm very curious what the other 3 endings are, and just how I can survive the night otherwise.
So if you reply, I don't mind any more tips you may have, but no spoilers please. Thank you again for such in incredible experience!
That was another great video!
It's really rewarding to have such players, taking their task as seriously as you do. :)
I found very nice, and very interesting, what you say about the gun/mouse device.
Although there is an alternate key (Ctrl) for reloading (even because, as a Mac user, I'm very aware that not every mouse has the third button! :D) I think you got the point.
As I first designed the gun, my idea was to provide the player from the very beginning with a quite powerful weapon, able to put down in one shot most of the opponents (as long as they're still unaware of your presence); but also a clumsy one, noisy and slow to reload, in order to boost the empathy with the protagonist of this unsettling adventure.
I'm thinking to add, just in the casual mode, some kind of icon always on screen to check at first glance wether the rifle is loaded or not, without pulling out the weapon and looking for the small rectangle that appears on it.
Not everybody like my design choice, but at least I'm not the only one who like it! :D
About the old lady's potion, it "simply" doubles your stamina.
This is not a spoiler, since you're supposed to feel the effect inside your body; but the only immediate feedback is the stamina bar that suddenly empties before filling up again (the total length of the bar stays the same, unlike what happens in Dark Souls - for instance), and the old lady's words ("this potion will make you stronger") are a bit vague.
I will make them more explicit in the next release, because a lot of players have been wondering about the effects of the potion without ever figuring them out.
Eventually, I can only recommend - once again - to talk with people in order to understand how to deal with the giant and where to find some oil for the lantern.
No more tips.
I guess at this point you're experienced enough to make it to the next ending! :D
For some reason, I can't go full screen. In the tutorial, it didn't show a way to do that. So, how do you go full screen? Also, I really LOVE your game.
Are you a Windows or Mac user? Either way, you should be able to switch between full screen and windowed mode just pressing F1... Let me know if it doesn't work. :/
Thank you for the feedback, btw! :)
It works! Thanks! Btw, I'm a Windows user.
Ok, good to know. :)
Enjoy the game, then!
Hey! Wasn't sure the best way to contact you but I published my video just now - fantastic game! I also finished editing before I saw the announcement of "casual mode" so I'm going to try that xD anyway great game! I can't wait to see what else you come up with.
You made it!
I mean, you didn't beat the game yet, but you've made a great video! :D
The "teleport" feature is not actually what it seems (although it would have been a neat mechanic).
That's just a script that was supposed to unstuck you in case you got pushed inside solid objects, but sometimes it behaves in unpredictable ways; I'm definitely not using that script in the next game.
Also, watching your playthrough I've learned something new about how to pass tips and useful informations to the player.
As a general rule, in Their Eyes is a good idea to talk to anybody who isn't trying to kill you, and listen carefully to what they say.
Bullets are rare (at least until you meet a certain character), and an ammo pack provides three of them (four, if you're playing in casual mode - which isn't so casual, beware!); so you should avoid to collect ammo packs if you're missing just one bullet or two.
Don't hurry: explore carefully and thoroughly.
Don't waste your time, either: three chimes to the night, remember?
Well, I really hope you will play again.
I'm so glad you liked the game! :)
Really love the style and atmosphere of this game, unfortunately could not get very far. I understand your rationale behind not implementing a save feature, still wish I could've seen more of it.
Yes, that is a sore point and a polarizing issue... I am definitely developing a better system for my new game.
Also, I am thinking about implementing a kind of "slightly easier mode" in the next release (1.1.5), thus allowing casual-ish players to see more of my game - as you say.
I am a casual player myself, after all! :D
Apart from that, thanks a lot for the precious feedback.
And keep an eye on the next release! ;)
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hope you'll enjoy it! :)
Hi tysm! I was actually playing it when the update came out and got to 1 of the endings on normal mode. Did not disappoint, I thought the lockpicking mechanic was v fun, and the overall combat felt satisfying and well-balanced. Looking forward to playing more to try to find more endings!
Quick aside, the way the long grass (wheat?) fields look while moving diagonally makes a nasty sort of flashing effect on my screen, but that might be my screen. or my eyes
Tall grass is an eyesore: I don't think it's just your screen, since you're not the first person to complain.
Maybe I should do something about that, even if I'm not sure what... I'll think about it.
(Just to get it straight: tall grass was meant to be hypnotic and befuddle the player while traversing it, but the final effect is probably disturbing!)
By the way, I'm very glad to know that you got back to my game and also achieved the first ending!
To be honest, I don't think the game is really hardcore: the learning curve is a bit steep in the beginning, which may end up causing frustration; but if one is patient and motivated enough, everything get manageable very quickly.
Congrats! :)
Absolutely love the aesthetic and design of the game, and the difficulty makes executing things right all the more satisfying! I'm wondering whether there were any games you found particularly inspirational while working on this? Also, the fact that this was your first game is mind-boggling. Really makes me want to finally try to make something myself. Looking forward to seeing what else you put out in the future!
Thank you for your words, sopu. :)
They are very motivating to me, since I started developing my second game just few days ago - and I'm both excited and scared.
Actually, I haven't played a lot of top-down action-rpg (as an example, I'm ashamed to admit that I never played a single Zelda).
Nevertheless, I always found very appealing the top-down perspective: so simple yet powerful.
Some have defined my game as a "pixelated Darkwood", which is funny because I swear I played Darkwood for just three hours three years ago (Steam is my witness! :D); it is also pretty inaccurate, since Darkwood is based on procedural and crafting mechanics - which I personally don't like, despite having loved the atmosphere of that game.
As a matter of fact, a couple of months ago I installed Darkwood once again just to make sure I didn't steal something unintentionally: and I was shocked because the intro begins with "I see hatred and fear in their eyes"... :D
Other than that, and the (not very original) finding that also Lockwood is isolated from the rest of the world, "no roads in or out", I don't see many similarities between Darkwood and my game.
(Ok, let's throw in the "-wood" part of name too - ha ha)
In short, I really couldn't say if a game (or more than one) in particular inspired me.
I think that I've tried to put together some atmospheric elements that impressed me (one among all: the intentional vagueness of Dark Souls' lore) with the aesthetic of totally different old-school games that made me dream (without pretending to be philological, as demonstrated by certain not very 8-bit sound fx).
Ok, I've been boring enough, but I have to say one more thing: you should definitely try to make something yourself!
They say the hardest part is starting, but I beg to differ: the way I see it, the hardest part is keeping up. However, since it's also very rewarding, shouldn't probably be hard at all! :)
That's really great, best of luck with developing the new game! I've had a great time playing Darkwood recently, so it's funny you mention it -- I also don't think it bears that much of a resemblance to Their Eyes, besides having a creepy atmosphere and combining roguelike elements with survival horror (which are two of my favorite things).
I really appreciate hearing some of your thoughts on what you were thinking about when designing the game's atmosphere. I think intentional vagueness in the world's lore / player context can actually be crucial in squeezing a lot of mystery out of very simple elements. And that's I think what I liked so much about Their Eyes -- graphics and mechanics that are simple enough to have possibly been made in the 80s, but executed well and with sufficient attention to detail that it feels super refreshing and clean. You don't need really fancy graphics for a game to look beautiful, feel scary, and give your brain just enough world detail that it starts wandering thinking, "why are these people crazy?" "what happened here?" "what kind of creature broke this door off its hinges? am I even equipped to handle something like that?" etc
Anyway. Thanks for your encouragement! I've actually spent the weekend learning a bit of LÖVE by just starting simple and constructing a snake game from scratch. And it's been super fun so far.
I'm sure it has been fun!
It was the end of July 2020 when I "coded" my first game, following a tutorial to recreate Asteroids in GameMaker Studio 2.
Back then I had no doubt that I would have stick to the lazy drag & drop interface for the rest of my life... Except that it was so exciting that I immediately changed my mind. :D
About the relation between graphics and atmosphere, I guess that less is more.
For my personal taste, the crude volumes of a Gothic's scenery are way more enthralling than many modern super-detailed landscapes with ray tracing and stuff; as well as low-poly models can be scarier then hyper-realistic monsters.
In the architecture of terror, the true keystone is our imagination.
This is my opinion, at least.
Have fun with coding! :)
I didn't get to finish it yet but definitely plan to soon! I love these kinds of games and this one is no different! It's hard yet fun to play. The characters seem well thought out and I enjoyed talking to each one. The environment felt well made and it seemed like each place had a purpose. I do wish I didn't have to start over once dead, however, maybe I haven't played long enough to find a save point. Overall, I really enjoyed this game and definitely recommend it! I made a video of this game where I go into more detail about the game as well. If you enjoyed what you watched, please do consider subscribing, but it's up to you! Thanks again!
Your game is at 30:10 :)
Thank you man!
I finally watched the video. :) But why on earth are you shooting to everything that comes within range? :D
As a general tip, npcs and journals can provide you valuable informations on how to deal with enemies and deal with things in general.
I noticed that you are playing an outdated version (1.1.3); if you really decide to come back to my game I'd warmly recommend to download the latest one. Even if there is no actual check-point system, the way how a certain item works from version 1.1.4 on does a great difference in terms of starting over.
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hope you'll enjoy it! :)
Wow, this is impressive how long did it take to make?
From the end of February to the end of July; although, in fact, I kept working on frequent updates and bugfixes in the following weeks.
(It would probably have taken just a couple of months to a more experienced programmer!)
I'm glad you appreciate my efforts, by the way. :)
Hello! I haven't played Their Eyes yet but I'm already hooked on the style and gameplay.I was wondering if you were allowing let's players on YouTube to do a first-time playthrough, and if so, then I'd love to make a video of it.
Well, I would allow that - and very willingly indeed!
Can't wait to watch the video, now. :D
Just be sure you download the latest version (1.1.4), of course!
okay will do! Thank you! :D
I can't wait to play it. I'll be sure to let you know when it's up.
Thanks a lot!
I appreciate it. :)
yes! i finally beat the game after a buncha days! i'll probably come back to get another ending : )
Also, incredible job! i really wanna see what ur future games and stuff are gonna be like bc ur first one was great! once u know what to do and stuff it's no TOO hard
the enemies are pretty cool as well
Thanks a lot! :)
I am so glad you liked it, and I really hope you'll give it another try... You have three more ending to discover! :D
yep, i definitely will come back to get more endings : )
i've gotten 2 endings now and i have absolutely no idea on how to get a different ending, is it ok if you tell me or at least give me a good hint?
[SPOILER ALERT]
Ok, I'll try to give some hints without revealing too much! :D
Basically, the alien coins are the key for three out of four endings.
Apart from the "normal" ending where you escape through the well, you can leave after collecting all of the coins; or access (thanks to them) an otherwise inaccessible place, where you will face, uhm, someone.
At that point, you will have two more options on how to end your quest: one blatant, the other one more... creative! :D
Hope this will help. ;)
cool thanks a bunch i think i understand how to get another ending now, also does dying by night time count as an ending? you said you need those coins for 3 out of 4 of the endings so i guess not
update: i now have only one more ending to go, i've got the well/normal ending, the other well ending, not really sure what the endings are called but i also got that ending where you choose the left staircase
Nice job!
Thank you! :) Glad you like it!
How did you get featured on itch I was just wondering!
No wonder you got featured because this game is so well featured with so many quality of life improvements like button overlays and screen shake. All these combine to make an awesome game! Well done.
Thanks! :)
To be honest, I didn't do anything special in order to get featured. I mean, one day I just woke up and found my game in the featured list.
(And took a screenshot, of course, as a souvenir of my "fifteen minutes of fame" :D)
But I have no idea of the algorithm that led to this.
actually their eyes is featured now or maybe ie just for me since I follow you but either way it's cool! Make sure to check out future games musket fish funding bundle there are 11 or 12 games for just $2 and total value is like $7! So check it out! Thanks so much.
Sure, I will! :)
thank you so much that would be awesome! Just know you don't have too!
Didn't quite beat it, but very interesting. I absolutely loved the atmosphere and the designs for the creatures. The main thing I disliked so far was that I would press E to continue the dialogue for the characters, but they'd just wrap back around to what they'd say at the beginning, but that's just a nitpick. Also, I got stuck on trees a lot when running from monsters. It's a good game all in all. I plan on playing and finishing this in the future.
Thank you for playing my game - and making a video too!
It's always instructive to watch how different players approach the same problems.
It helps me to understand where I could have done better.
First of all, key bindings should have been explained more clearly, and maybe remain accessible during the gameplay: for example, at some point you were middle clicking (apparently) without outcome; but that's just because the rifle was already loaded, actually. :D
Yes, dialogues start again after few lines: but there's alway something emphasizing the moment when they wrap around (most characters say "Anyway..."). Moreover, they change over time: if you talk to the same character after a while, it is absolutely possible that they tell you different things.
I learned quite a lot from this first game: above all, what mistakes avoid in the future! :)
Yeah I realized I had ammo in the gun while editing, but by that point it was too late lol. I didn't realize because I had picked up ammo so in the top right all of the ammo slots were full, so I thought the gun was empty. I also thought for some reason the gun unloaded itself when I stopped aiming, I don't know where I got that idea, that's on me.
I didn't realize that the people said different things if you talk to them enough, but I hadn't played long, and I just assumed they looped back around so I stopped talking to them. I hope to play soon, but I'm a bit busy unfortunately. Like I said though, good game. I hope to see more from you.
Well, I have to say that a self-unloading rifle would have been a really tough, yet funny, mechanic!
I am not so cruel! :D
(I could add a comment or something to help people understand as they try to load a loaded rifle; at least the first time...)
Btw, thanks again.
I hope to see more from me too! :)
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hope you'll enjoy it! :)
i haven't gotten far but i really liking this. good job with your first game, the atmosphere is great and dreary. the art is good and I love the aesthetics, gameplay is unique, not like what i've seen before. though i like that death has consequences, something lacking in most horror games, i feel like a checkpoint system would be better then just a straight boot to the start. just spread them thinly. also some the the hitboxes are wonky, like with that fly spitter thing in area two. also when im in my inventory and i press "t" the entire game crashes, but thats all the negatives i have to say with this gem of a game
I'm really glad that you are playing and enjoying my game. :)
Yeah, a checkpoint system would have been most likely preferable. Problem is that, as an inexperienced dev, I waited too long before implementing it: and that was a huge mistake. A saving system is something that you should plan in advance, as I found out, and adding it to the code at this stage is beyond my abilities.
To be fair, adding anything to my code is a pain, at this stage.
I developed the game without plans, putting things in as they came to mind; and the result is that, at this point, I have a pretty big and very convoluted code, extremely hard to edit without messing everything up. :/
Next time, the checkpoint system will be at the top of the to-do list!
Hitboxes are, in general, a little smaller than the creature they belong to but decently accurate. I guess.
The issue that you may have incurred with the spitter thing is not related to the hitbox itself, rather to the cooldown before it becomes vulnerable again; an unusually long cooldown, inelegant solution to allow it to unleash its attacks without giving it too many hitpoints.
Hope to find a better solution soon.
Darn it, you're are right! D:
I forgot to disable the "T" key while the game is paused, which would inevitably result in a crash.
You will find this bug fixed in version 1.1.4.
Thanks a lot for your feedback! :)
I just bought it now and played for a bit. Great game and very atmospheric! Unfortunately life is short and free time shorter, and with no checkpoint/save to keep me from losing progress and having to repeat and repeat, I can't really play it anymore. However I think it's a great effort (certainly more than I could do :-) ) and I will keep an eye out for more games from you!
Thanks a lot, man! I'll do my best not to disappoint your expectations... Also with regard to the checkpoint system. :)
Btw, I'm pretty sure that you could play my game just one run per day and get better and better sooner than you think.
You'll tell me if I'm right!
After all, my game way shorter than some missions in GTA San Andreas, that you are forced to play from beginning to end without saving! :D
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hope you'll enjoy it! :)
very cool game
Thank you, Aurrour!
I hope you are enjoying the latest version (1.1.3) released few hours ago. :)
As of writting this i just got the true ending and i've been playing this game for like 6 hours lol, i tried making this summary of what i think to be good and bad (also this review has a bunch of spoilers for anyone who wants to play):
cool stuff:
-exploration: Really enjoyed discovering the world in the start, i believe this comes naturally in games with good world-building.
-replayability: starting from zero isn't that hard and you can progress pretty quickly, making doing more runs to test different scenarios and get other endings pretty easy.
-art direction: "An usettling adventure" is a good way to put it indeed, the cartoony MS-DOS style works with the eery story and world to give the impression of a much more adventurous FAITH.
-helpful failstates: If you die doing something wrong you get hints at what was wrong, these can also help you getting some endings.
-dialogue options/writting: This is probably what i most spent my time and runs on, just trying different scenarios to see how the NPCs respond, i wouldn't have done this if there weren't as many different scenarios so i really like this attention to detail.
less-cool stuff:
-wish there was more dialogue for some characters
-couldn't find top left and bottom right inventory items, are they not yet added?
-there is no reason for killing the ghost or the shadow priest because nothing changes and you get nothing
-the night timer is a bit too long, i feel as if it could be more of a barrier at the start of them game. Unless you're activelly taking breaks there's always enough time.
These is hardly a problem because they likely are due to
the game still being in development or so i think.
bugs:
-enemy pathtracking (most noticeably on bosses) and the cat's fallout 3 companion ability to block your path, maybe remove his collision with the player.
-bosses sometimes get stuck in trees, like the ancient tree when chasing you and the fire titan when wandering around.
-if you go back to the old lady's house during the end sequence, the wall she puts up for the monsters doesn't go down and you're forced to restart, this really sucks because if you want to see the dialogue you have to throw the run.
The game has some pretty great writting and functions surprisingly well for it supposedly being your first, i hope to see more from you in the future, thanks for putting it out and good luck on game-dev.
Ok, there's quite a few point to answer! :D
I'll leapfrog the cool stuff section with a big smile and a heartfelt thanks.
-Dialogues with NPCs: I'm glad you've appreciated the dialogues, I was worried I'd put in too much chatter for an action-ish game! It's true that some characters have just few lines, but that was only because I thought that their location wasn't suitable for a longer conversation.
I'll see if I should add few more dialogues.
-The four corner slots are for temporary or consumable items, like the gate key or the medikit. This explains why you didn't see the corresponding items in the inventory, even if you likely found them.
[SPOILERS AHEAD]
-There is no reason to kill the ghost, actually. Since the ghost is set free by the death of the old lady, and I didn't mean to encourage the player to kill her (even if I gave him the free will to do that), the pentagram was intended just as an extreme measure to prevent the ghost from haunting the village forever. If all this sounds a little convoluted it's because (maybe) it is.
Conversely, you do get something in exchange for killing the shadow priest; although I'm not sure which character you're referring to. If you mean the former Lockwood priest, killing him makes the fire giant considerably weaker (even if the feedback is perhaps unclear: I'll work on this, thanks!).
[SPOILERS ENDED]
-That's interesting. I never thought of the night timer as an actual barrier, probably because I'm not a fan of timed games: its original purpose was only to prevent the player from wasting time and roaming in circles. This is why I set the timer on a generous period of 30 minutes, which is way more than enough to complete the game.
I could probably change that.
Without making the game frantic, of course: just a little more dynamic... Thank you again!
Here come the bugs. :D
-I'm not sure I'm able to implement a better pathfinding system, yet (I'm studying every day, but there's a lot of stuff to learn!). What I can do, is slightly redesign the scenarios in order to make them "smoother" in terms of pathfinding. I've already adjusted the forest (I'm assuming you've played the last version, 1.1.2 - right?), although I can certainly do better. The wastelands are mostly open, so I didn't expect the giant to get stuck; I'll check it out, too.
-Yeah, I hate the cat blocking the way (as I hated the dog in Fallout :D). I'm currently implementing a new system to make selective collisions, so that should be fixed soon!
[MINOR SPOILER AHEAD]
-Darn man, you are right! The barrier could be a serious issue in the final part. My bad, I didn't think of that! I'm gonna fix it as soon as possible.
[MINOR SPOILER ENDED]
In conclusion, I'm truly grateful for your time.
Expect a version 1.1.3 soon, (also) improved thanks to your constructive criticism! :)
Glad you can take feedback and providing it is the least i could do.
thought the same about the pathtracking, in the city structures are simple, enemies have no problem following you, but in the forest were each tree has a gap, they end up making a weird conclusion and get stuck.
Also i'd like to mention this game is the first time i've heard the word "obliquely", actually had to look it up so i could understand what the phrase meant lol.
Ha ha ha
Ok, maybe it's time to find a synonym! :D
(Yeah, I definitely regret making the forest so uneven for purely aesthetic reasons!)
As promised, I finished the game! (and on the latest version, too) I said it before but you've done such a wonderful job, I'm in awe. I do feel like the night timer maybe should have been shorter — it just never felt like a threat, and I don't recall ever being in danger of running out. Still, I love the world that you've built and hope you continue it in some form!
Wow! Can't wait to watch the video!
I'll check back to you as soon as I find the time. :)
Ok, that was another great video.
I always find your playthroughs very gripping! And, as per usual, revealing of few bugs I was not aware of (the most important, the tentacle from the statue that was not supposed to rapture you twice!).
So, thanks again. And I hope you enjoyed my game as it seems!
Btw, version 1.1.3 will be hopefully released in few hours, and will feature a shorter night timer. :)
Example of superb minimalist retro aesthetic with brilliant mechanics!
Well, what can I say... You've made my day! :)
Gosh this game is so good (though very hard!!)
Thank you! I'm very glad you like it despite the difficulty. :)
You'll see that, with a little patience, every obstacle is manageable!
Just letting you know that the new version with "casual mode" is here: an easier gameplay, designed to reduce frustration and allow casual players to delve into the disquieting secrets of Lockwood.
Hope you'll enjoy it! :)
Very sweet of you! Though I want to finish the hardcore mode
Absolutely incredible game, i'm infatuated with it!
also the dev seems like a very nice person
Oh, wow... The dev is very grateful for your words. :)
They are really motivating, too!
You tell me! :D
I have no idea, and in fact I'm quite surprised.
Definitely not enough to quit my job! :D
(Just a few bucks, honestly. But since it's my first game and I wasn't expecting to make any money, I'm still very happy!)
black and noir, actually, i clicked on this because i saw the screenshots and the art style was like none other! i like how it's borderline 1-bit because 1-bit games make my eyes burn but something like this is basic enough to be enjoyed and played by anyone. so in short, it's probably the art style that made this so popular!
also, great first game!
Thank you, man! I appreciate your words. :)
As I explained somewhere else, the art style is almost an accident, or rather a lucky coincidence: since the game was supposed to be (and actually was, almost until the release) just black and white... At the end, instead of redrawing everything from scratch, I simply decided to recolor the white outlines and add few details.
I'm pretty sure the original art style would have burned the eyes of anyone! :D
I was really hyped about playing it, but the file says it is damaged. I tried following your instructions, but it didn't worked.
Sorry to hear that... As far as I know, you are the first person "my" method doesn't work for.
Are you sure you have done everything correctly? :/
I'm still trying to fix that issue, but in the meantime I want to find a way to make you play!
Yes I've tried everything. I can wait until you find a solution, don't worry
May I ask which OS you are using?
MacOS Big Sur
Ok, apparently Big Sur made everything a little bit more complicated... Still, you should be able to run the executable following the instructions provided with the video.
You can try this and let me know (since I'm still using Mojave, so I cannot test it myself!):