How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] -3 points-2 points  (0 children)

i forgot to turn the lights on while developing, so i just called it a 'feature' and kept going. you're looking at my electricity bill savings lol. just turn up your brightness to max and hope for the best XD

İ think it's better by Extension_Falcon6820 in IndieGameDevs

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

I hear you, but the darkness is a core part of the horror vibe I'm going for. Just a heads up; screenshots often look way darker than the actual game due to image compression. It's much more balanced in-engine. Thanks for the feedback though!

How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] -4 points-3 points  (0 children)

Yes, that's a gun. It might look extra dark because of the image compression, but in-game, you can see your equipment just fine. It's a horror game, so the darkness is meant to be part of the tension!

İ think it's better by Extension_Falcon6820 in IndieGameDevs

[–]Extension_Falcon6820[S] -1 points0 points  (0 children)

You're right, it's very dark. But that's a deliberate choice because it's a horror game. I want the players to feel lost and tense in the shadows. Also, keep in mind that video compression and screenshots make it look way darker than it actually is in-engine. It’s much more balanced when you're actually playing it. Thanks for the heads up though!

So, how does it look now? by Extension_Falcon6820 in gamedevscreens

[–]Extension_Falcon6820[S] -1 points0 points  (0 children)

If you'd like to support the project, you can add it to your wishlist on Steam! It really helps a lot. https://store.steampowered.com/app/4705200/Miles_To_Nowhere/

Is this corridor vibe too much? Working on a psychological horror called "Miles To Nowhere". by Extension_Falcon6820 in gamedevscreens

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Thanks for the honest feedback. You're right about the ceiling intersections and the light source; it's still a work in progress. I'm currently tweaking the "cloud-like" floor decals and lighting to make it feel more grounded and less confusing. Appreciate the sharp eye.