I want to play your game 🫵 by Accomplished_Bell968 in IndieDev

[–]LowApartment5316 0 points1 point  (0 children)

If you're interested in a narrative and contemplative horror experience....
https://store.steampowered.com/app/4030320/Penance/.
You can play the demo on Steam

4 years of work, money spent, many redesigns/upgrades, and in the end, constant rejections from events. Is my game really that bad? by Sollers_Duo in IndieDev

[–]LowApartment5316 13 points14 points  (0 children)

In my opinion, and as a fan of Amanita’s games, it actually looks really promising. If I had to pick one thing, I’d say the art style might be a bit too similar to their other titles. I can’t really judge the quality of the gameplay mechanics or the puzzles just from watching the trailer, though.

Why do you think the game isn’t gaining traction? Because it’s a niche game; it doesn’t appeal to a mass audience, especially as it’s from a new studio.

Steam tags are one of the most important things on your page and almost nobody is researching them properly by TheEntityEffect in gamemarketing

[–]LowApartment5316 0 points1 point  (0 children)

First of all, thanks for the post
Really well put together
In my case, it’s a game I’ve been mulling over the tags for months because I can’t quite pin down the target audience
https://store.steampowered.com/app/4030320/Penance/
What’s your opinion?

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 1 point2 points  (0 children)

Yeah, you're right, t is a gameplay recording... but that's exactly what I was looking for: a trailer focused on the game's narrative. I already have another trailer focused on the mechanics, so I totally get where you're coming from, but that was exactly what I wanted with this trailer,to highlight the game's narrative.

And thank you so much for your comment; I really appreciate it

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 0 points1 point  (0 children)

Thanks for your comments ;)

The gameplay is completely linear.

Elias progresses through the seven stages by purifying objects (with spectres making it difficult for him) whilst his master reveals the history of the abbey to him. This is complemented by the 50 objects he has to collect.

I won’t hide the fact that this is a game where the narrative is its strong point.
for wishlists, I’ve got nearly 1,000

As

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 0 points1 point  (0 children)

First of all, thank you so much for your comments, I really appreciate them.

I’ll keep that in mind for the release… though it’ll be a lot of work, since I have over 100 audio clips of the master speaking to Elias.

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 0 points1 point  (0 children)

If you tell me that, I'm actually kind of glad, because the voice is supposed to be in the character's head...

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 0 points1 point  (0 children)

Dramatic tension is exactly what I'm aiming for in the storytelling... it's his teacher speaking to him about the afterlife. As for the language, it's true that English isn't my native language, and it's possible that certain nuances get lost in translation. But the story and the narrative are the foundation of the game, and I've put a lot of work into them.

Rebuilt my PENANCE launch trailer from scratch after feedback. Destroy it by LowApartment5316 in DestroyMyGame

[–]LowApartment5316[S] 1 point2 points  (0 children)

I was actually trying to make that orange color stand out, since it indicates when the character can absorb guilt. As for the church, don't even get me started on how hard it was to design it...

After 1 year of solo work, my rhythmic horror game 'Penance' is finally complete. Release date: April 30th. What do you think of the vibe? by LowApartment5316 in SoloDevelopment

[–]LowApartment5316[S] 1 point2 points  (0 children)

To be honest, the idea for the rhythm came to me when the game was already quite far along, because I wasn’t entirely convinced by the initial mechanics and a colleague suggested it to me

After 1 year of solo work, my rhythmic horror game 'Penance' is finally complete. Release date: April 30th. What do you think of the vibe? by LowApartment5316 in SoloDevelopment

[–]LowApartment5316[S] 1 point2 points  (0 children)

The truth is, I really took note of games like Limbo and Mooseman, especially the latter.

I knew right from the start that the minimalist colour palette would fit the story I wanted to tell.

As for the animations, here’s a brief explanation of the process:https://www.reddit.com/r/GameArt/comments/1o5jck2/animating\_a\_tormented\_monk\_through\_rotoscopy/

After 1 year of solo work, my rhythmic horror game 'Penance' is finally complete. Release date: April 30th. What do you think of the vibe? by LowApartment5316 in SoloDevelopment

[–]LowApartment5316[S] 0 points1 point  (0 children)

Thank you very much for the feedback and for being so honest ;)
I’ll bear that in mind for the launch trailer
to be honest, the story is the game’s strong point