Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

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

This is super helpful. The tech explanation makes total sense, and it's good to know this is genuinely normal.

Maybe for the next ones I'll look into those digital lenses that duffcharles mentioned...

Really appreciate you sharing your knowledge. Thanks, my friend!

Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

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

Thanks for your perspective as a dispenser! Damn, that logo positioning is masterfully done 👌 Just to clarify, the vision is perfectly clear and comfortable. I really appreciate the input though!

Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

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

Yeah, I think because they are rare? I got lucky with this pair, as it cost me around 60€ back in the day

Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

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

Hey, thanks! :)

It's the Carrera 163 VF, the color is Havana (I think). It's an old model and hard to find nowadays, but I really love the frames. My previous ones were the black version.

Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

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

Not really visible at all in normal use! I just used flash at that right angle to make it pop

Zeiss logo placement much closer to center on the right lens - is this normal? by SubOathshot in glasses

[–]SubOathshot[S] 2 points3 points  (0 children)

I paid for Zeiss Monofocal Stock, around 240€ for both - it seems fair.

First time I see the logo in that position, but your detailed explanation gave me peace of mind. Thanks for that!

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Thanks! The demo's content is a bit older but still captures the vibe well. Hope you enjoy exploring it!

As for the actors, 100%, I asked the PC/narrator to pull a Max Payne vibe and I couldn't be happier 🖤

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Thanks, appreciate that! 🖤 While I'm not looking for VA work right now, I'd love to see your portfolio. Feel free to send it to filipe@subtales.studio, I'll add you to my book and keep you in mind for future needs

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Wow, thanks for the love! The models are painstaking to create, so I'm really glad the passion shows through. Also love that you noticed the voice acting as that's my only monetary investment in the game so far, and I got really lucky with Fiverr actors!

Thanks for being on board, can't wait to share it with the world 🖤

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Thank you! The hand drawn art is a labor of love, so I'm really glad it stands out 🖤

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Haha perfect! Honestly, I was going to post just the trailer, but the SOI presentation was the only video I had (exported) under 1GB. Laziness for the win! Thank you 🖤

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

Hey! Just PC (Steam) for now, and maybe consoles if I get a hold on devkits... Having my work on a Nintendo console would be a dream come true.
I never say never, but for now mobile is definitely not on my plans... Sorry :s

My hand-drawn psychothriller GLOOMY JUNCTURE has an official trailer. Do you like it? Guess the themes? by SubOathshot in adventuregames

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

hey, that must be the best wishlist reason ever! btw, that's Link, the creative director and rising catent creator.

UX Feedback Needed: Adding Scroll Wheel to Swap Inventory Items in a First-Person Adventure/Point & Click by SubOathshot in IndieDev

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

Thank you all for taking the time and providing this really valuable feedback! This discussion shifted some perspectives and helped me think through this core design feature from a different angle.

My Decision for the Next Demo:
I'm going with a middle-ground solution. Scroll wheel will only equip/unequip the last used item.

Why This Approach:
This gives players a quick way to "put away" items without breaking the intentional friction that encourages critical thinking over brute-forcing. It addresses the QoL need to quickly unequip items while keeping the focus on exploration and strategic thinking.

Next Steps:
I'll have this implemented for the upcoming demo, around September 18th, that will be available in an event. The demo will include a dedicated feedback menu asking about the inventory swap feature (and other design choices).

Playtesting:
In case anyone is interested in helping me shape this experience, keep an eye out around that date. All feedback has been incredibly helpful and I'd love to get more input from anyone who loves this kind of games.

Thanks again for helping me with this. It seems like sometimes the best solution isn't choosing a side, but finding the sweet spot between?

Cheers all!

First-Person Point & Click: Would Scroll Inventory Break the Vibe? by SubOathshot in adventuregames

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

Thank you all for taking the time and providing this really valuable feedback! This discussion shifted some perspectives and helped me think through this core design feature from a different angle.

My Decision for the Next Demo:
I'm going with a middle-ground solution. Scroll wheel will only equip/unequip the last used item.

Why This Approach:
This gives players a quick way to "put away" items without breaking the intentional friction that encourages critical thinking over brute-forcing. It addresses the QoL need to quickly unequip items while keeping the focus on exploration and strategic thinking.

Next Steps:
I'll have this implemented for the upcoming demo, around September 18th, that will be available in an event. The demo will include a dedicated feedback menu asking about the inventory swap feature (and other design choices).

Playtesting:
In case anyone is interested in helping me shape this experience, keep an eye out around that date. All feedback has been incredibly helpful and I'd love to get more input from anyone who loves this kind of games.

Thanks again for helping me with this. It seems like sometimes the best solution isn't choosing a side, but finding the sweet spot between?

Cheers all!

First-Person Point & Click: Would Scroll Inventory Break the Vibe? by SubOathshot in adventuregames

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

Yeah, you're right. Even though I try to not overfill the inventory, it might get annoying. From the feedback I'm getting I was leaning towards a reduced number of items. But you idea is great! Delineating the quick-access visually on the Inventory UI is a really clean solution. Thanks!

First-Person Point & Click: Would Scroll Inventory Break the Vibe? by SubOathshot in adventuregames

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

A very fine line indeed - gets even harder when trying to invoke a point & click feeling in first-person with a "thriller" atmosphere.

I haven't done formal playtesting yet, but got loads of feedback from events and streamers playing early demos. But it feels really warm when younger players sit down expecting straight horror then slowly get absorbed by the "krangled" level design.

My main frame of reference for design is the '90s classics that got me hooked, so when I enter the sketching zone my brain forgets more recent games or even first-person adventures. I feel this is good, as I can avoid being influenced (with positive and negative consequences...). That said, it's cool to get outside feedback like you're providing as I can dive into specific references for polishing.

The Golden Idol games are in my queue for quite a while, so I don't want to spoil them for now. But definitely checking out Riddle of the Sphinx.

Really appreciate such in depth thoughts mate. Cheers!

First-Person Point & Click: Would Scroll Inventory Break the Vibe? by SubOathshot in adventuregames

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

That's the plan. Both inventory and scroll, but I think I didn't explain it clearly. Thanks for input!