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itokengroup

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Created this account to praise this game. My friend recommended me to play this and wow! Never was a game that awed like this one. As most of the reviewers said the story is up there with top AAA titles, better in my opinion. When the credits rolled, I was speechless. Ending stucked with me..I mean..space travel probably will be like this game. Game of the year for me.
Haha..thnx. I am glad you liked it.
 
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where did you get all those movies? Im making a game and what the same stuff..
 

itokengroup

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Its in the credits, can't remember, one of them is archive.org, I think.
 

tushime1976

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are you in developing a new game?
 

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Due to excessive downloads, dropbox has cancelled the dropbox account. Please use filesonic link as we create new download links.
 

tushime1976

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Who killed L? Spoiler for the girl..
 

itokengroup

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Download links resumed. putlocker and filesonic. Enjoy!
 

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That will be answered in the coming Free DLC or sequel. thanks
 

itokengroup

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Is before everything in Galilee went out of control. Not yet decided yet, will let everyone know.
 

itokengroup

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Probably, i hope.hehe. just stay tuned for updates.
 

tushime1976

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I hope its about that Chinese scientist backstory.
 

Caustic

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:[ FIRST IMPRESSIONS ]:
This is just a quick playability review/observations. Contains spoilers.

Pardon the mess; I couldn't figure out how to have spoiler tags encompass multiple lines/paragraphs, so I just clumped them together adding spacers as best as I could.
 

:: Overall ::

[~] Need moar flavor text! It's rare to have too much in a *true* survival horror game, and I'm being dead-honest when I say it really adds something to hear your character's "voice" noting different things. Think along the lines of Silent Hill or the early RE games, for some common and well-known examples. [~] Lighting overall is an issue, but ESPECIALLY in the starting room! [~] Cannot walk behind plants and other 2-tile things that I should be able to pass by easily! Consider fixing (Database > Tilesets > Passage button > switch to "star" icon on affected tiles). [~] Consider editing the lights so that the middle glow is removed, or cover/contain them within SOMETHING. It looks weird to look at floating balls of light all around the room. Though the effect is nice for the stars - might consider adding a few special sprites for smaller specks of light. [~] NEED SIGNS AND/OR DIRECTIONS! Though exploration might be the entire point of being vague, giving SOME hints for the player early on as to where things are will help immensely! [~] Grammatical errors abounding, though at least most messages/voices are legible. Consider revising/consulting with someone who can help correct these errors. [~] I like that voices are being used, but sometimes they can be hard to understand and/or the speech doesn't line up with text shown.
 

<: FIRST FLOOR :>
 
:: Cryo Room ::
[~] Text in selections (for passwords & info) is hard to read, blending in with the background darkness. I think this might just be an issue with Khas's lighting effects, though, but I'm sure there's a way to fix it. If you can, I'd suggest doing so - it kind of ruins the mood a bit. [~] Annoying invisible, impassable tiles are annoying. [~] Password "system" is easily bypassed. [~] Where the hell is the locker?! Took me a good couple of minutes of fumbling around before reading an earlier post. Consider putting a small light (possibly a flickering one) near where it is!
 
:: Locker Room ::
[~] Cannot pass behind curtains, what gives?
 
:: Corridor ::
 [~] Random dark tile (or shadow, can't tell) above left door. [~] Can walk on teh walls. Am I secretly Spiderman? o; [~]  Should probably add more passable events at both ends? Or at least steady lights to show where the doors are.
 
:: Meeting Room ::
-- Heee... "Uranus". *is 12* [~]  Random impassable tile by communications panel! [~] Background lights still play during cutscene. [~] Is there another door on the far end? Can't see it if there is.
 
:: 'Levator Room ::
-- Give the floor select panel a different look. Confused me the first time I walked in - thought I was going to walk straight over to somewhere else. [~] Walking on walls again (upper section) [~] Can still access basement on elevator, despite needing a keycard to progress once the elevator stops. Consider changing so I, the player, cannot go down there at all w/o the proper keycard? [~] Consider making all yellow floor panels passable? Quite confusing that just the two directly down from the 'levator entrance are passable!
 
 
<: SECOND FLOOR :>
 
:: Lobby ::
[~] Top of pillars impassible - consider fixing? [~] I think I see sofas in the darkness, but can't walk on/past them. Halp~ [~] ...But I can walk over the chair on the opposite side. Hee!
 
:: Right Corridor ::
-- Can't walk on the walls no more. Is sad   :(
 
:: Far-right Private Quarters ::
-- Auto lights! Nice. Only thing missing is a quick *clap clap* xP [~] Ack. Again, cannot read what's in the selection menus because it's too dark :(  [~] After checking teh Nuclear propulsion status, background reverts to normal view for some reason. [~] Maybe consider remembering radio selections so they auto-play upon re-entering room?
 
:: Bathroom ::
[~] Again, too dark! [~] Also, can walk on the monitors/shower walls. [~] As well, I can't open toilet stalls. I've been asleep for years; I really have to poop, dammit! :'( [~] Are they supposed to be separated into men's/women's? Because there's two sides, but no indication of which is which, if that happens to be applicable.
 
:: Rec Room ::
[~] Lawls, commercials in SPAAAAAACE! I actually like this; completely unnecessary, but adds some flavor to the game :3 Good job! :thumbsup-left:   :thumbsup-right:  [~] Light impassibility issues (lower-left & on right side). [~] Dance on the tables! Whoo! [~] Also, I can apparently scale the fridge as well. Who knew? [~] Again, impassibility issues with the water station on the left & plants on the right.
 
:: Fast-forward Cutscene ::
[~] Minor punctuation errors ("cant" should be "can't"!)
 
:: Return to Meeting Room ::
[~] Name changed from "Deedee" to "Didi"?
 
:: Return to Private Quarters ::
[~] Ugh... backtracking. Not something I really want to do. Call me lazy, but why not just teleport player directly to where they need to go? Save me the time of running back, though it is kind of suspenseful in that I'm waiting for something to happen... [~] Okay... Seemingly-random death during the minigame, though I didn't read instructions the first time. :| Maybe consider turning OFF the darkness before proceeding! Less realistic, but after several tries I'm finding it nigh impossible to see what I should be doing! Or the timer for that matter!
 
Gave up for now around the first minigame, on account that I need to get back to work on my own game. Might post more later when I'm less annoyed by said minigame and have some more freetime ~.~
 
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itokengroup

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Thanks for your "review". This is not the first time that I received a review similar to yours, they all came from "developers" themselves reviewing other games, and most of the time its about tiles and design. This game is story driven, its not about tiling or parallax and eventing, hope you have the time to finish the game , rest assured, you will ignore these "issues" that you pointed out after you finish it..just like the others did. Cheers.
 

Caustic

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True, but tiling is very important. If your character starts climbing the walls, stopping for no discernible reason, or things of the like, it does break immersion (a player's connection between the game world and their own). For a game built around immersion, that's a game-killing deal-breaker. Rest assured, I was getting creepy vibes at points (the feminine voice is especially jarring for me, having played far too many games of System Shock 2  :dizzy:  ), but it just wasn't complete when I had to contend with figuring out how to cross the damn room. The impassibility behind plants, pillars, and such were just the ice cube on the glacier. Also, there was SOME praise in the review - such as the nod to the silly commercials for "space" products, heee x3 - just not much, since that's not the main focus of a play-test.

I know you're probably still seething over my whining about tiling and (im)passibility. But think of it this way: if you could just walk through the clocktower door in the school in Silent Hill 1 without having to go looking for the means to unlock it (and subsequently have to end up in the Nightmare world), or just randomly sidle up one of the nearby walls in any part of town for no reason, how immersion(and game)-breaking would that be? You would cry foul over that as well, I'm sure.
I'm not a "developer" in any sense other than "I own a version of RPG Maker now too!"; that aside, I'm just some random sod who started plugging away on this wonderful software last week, and whom just so happens to be trying to help play-test your game, and also began noticing some patterns of "bugs" that haven't been swatted yet. If you didn't want my random-arse opinion then you shouldn't have put it out for public review. I'm sorry, but that's how it is. 

I'm not trying to bash your ability or question your merits to make your own game; I'm just trying to help point out stuff from my perspective. If you want your MC walking up walls, that's fine, maybe it's in the design for all I know! I'm just pointing out, from my own point of view, what I see as being "wrong" or "buggy" with the game.  :ninja:

I will certainly try to get through to the finish next time I play, but if you want our help (from the collective community at large), you should be prepared for and open to positive criticism and scrutiny, because we assume that's what you're looking for  :p
 

itokengroup

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Good point. I ll wait till you finish and see. I wanted your random arse opinion actually. hehe
 

itokengroup

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Release might be after the upcoming new title,

lets see what happens.

Keep posted.
 

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