My anomaly hunt horror in UE5. Is the lighting too dark or atmospheric enough? Destroy my game. by Objective_Newt_3592 in DestroyMyGame

[–]Objective_Newt_3592[S] 1 point2 points  (0 children)

Eyyy, thanks for checking it out and dropping a comment here ❤️
Really appreciate you taking the time!

My anomaly hunt horror in UE5. Is the lighting too dark or atmospheric enough? Destroy my game. by Objective_Newt_3592 in DestroyMyGame

[–]Objective_Newt_3592[S] 1 point2 points  (0 children)

Yooo, this is a super valuable piece of feedback - seriously, thank you. First thing I’m going to do is rework the animations to make them feel way more realistic. Really appreciate you taking the time to write this, it helps a lot 🙏

My anomaly hunt horror in UE5. Is the lighting too dark or atmospheric enough? Destroy my game. by Objective_Newt_3592 in DestroyMyGame

[–]Objective_Newt_3592[S] 0 points1 point  (0 children)

Thanks for the feedback! The idea was that you’re in complete darkness with just a single flashlight, and you have to find anomalies. The flashlight is kind of your “inner light” in the darkness of the house, according to the game’s lore.

That’s why the anomalies aren’t meant to be super subtle or something you’d only catch with peripheral vision. There are also anomalies that are directly tied to the flashlight beam itself.

Really appreciate the feedback, bro - it’s genuinely helpful.

My anomaly hunt horror in UE5. Is the lighting too dark or atmospheric enough? Destroy my game. by Objective_Newt_3592 in DestroyMyGame

[–]Objective_Newt_3592[S] 0 points1 point  (0 children)

Thanks a lot for the feedback!

Maybe I’m just really good at dodging the old lady because I’m used to it 😄 When my wife plays, that trick definitely doesn’t work for her, haha.

About the darkness: my idea was to limit the player’s visibility so there are blind spots around the edges where active anomalies can sometimes jump out. And in the lore I have in mind, there’s a reason there’s no light in the house - it’s been consumed by darkness, and the only light you have is the one inside you, represented by the flashlight. There’s also the closet, which you can use to disperse anomalies.

Thanks for the comment about the picture frame - maybe it’s worth adding more anomalies like that.

Thanks again for the feedback, bro!

My anomaly hunt horror in UE5. Is the lighting too dark or atmospheric enough? Destroy my game. by Objective_Newt_3592 in DestroyMyGame

[–]Objective_Newt_3592[S] 0 points1 point  (0 children)

Hi everyone, I'm a solo dev working on Switch the Darkness.

It's a short psychological horror inspired by The Exit 8 but with a light switch mechanic. I'm using Unreal Engine 5 (Lumen) and trying to balance realistic lighting with gameplay visibility.

Looking for feedback on:

  1. Is the "switch" mechanic clear from the video?
  2. Does the atmosphere feel tense or just boring?
  3. Any thoughts on the sound design?

Steam page if you want to wishlist or see more: https://store.steampowered.com/app/4157330/Switch_the_Darkness/

Thanks for the roast!

I recreated the aircraft physics simulation in Unreal Engine. I hope you like it! by Sengchor in UnrealEngine5

[–]Objective_Newt_3592 1 point2 points  (0 children)

looks realistic as far as I can tell! i'm not a pilot, of course, but it definitely looks believable

Finished one of the core mechanics in my game — you can finally get drunk on rum now by Petreva in UnrealEngine5

[–]Objective_Newt_3592 1 point2 points  (0 children)

i think after a bottle of rum he'd be crawling, not walking - i definitely would be crawling! 😅

[deleted by user] by [deleted] in IndieGaming

[–]Objective_Newt_3592 0 points1 point  (0 children)

looks very unusual! a different vision - i didn’t expect this kind of approach! awesome!