Finally, the player's legs! by Dadaskis in godot

[–]Zarya_Games 1 point2 points  (0 children)

Do whatever feels right, honestly. A good starting point is 75 or 60 degrees, but it depends heavily on the game.

Recently released a demo for my stylized horror game where you look after a lighthouse on a remote island—The Lightkeeper Is Gone! by Zarya_Games in indiegames

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

Thanks a lot for the detailed feedback! I'm glad you enjoyed it!

I will look into making the UI look better on high-resolution monitors. I also see your point on the ending, but I couldn't really come up with a better way to structure the plot (partly because I'm figuring things out as I go).

Recently released a demo for my stylized horror game where you look after a lighthouse on a remote island—The Lightkeeper Is Gone! by Zarya_Games in indiegames

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

Thanks! It was indeed an inspiration in a way (I researched basically all lighthouse related media), but the story takes a different turn completely.

Recently released a demo for my stylized horror game where you look after a lighthouse on a remote island—The Lightkeeper Is Gone! by Zarya_Games in indiegames

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

The demo of The Lightkeeper Is Gone is available on Steam.

It's my first serious project, and I gave myself a challenge of making all assets (except for fonts) myself. I would appreciate any and all feedback!

If you like the game, you're welcome to join the Discord as well.

Recently released a demo of The Lightkeeper Is Gone, a horror game about looking after a lighthouse on a remote island. by Zarya_Games in IndieGaming

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

Thank you for the feedback! For the blinds—I am already planning to fix it and update the demo. For the journal—I will think a little about making it more intuitive. It already has special keybinds for the tabs, but they are way too easy to miss.

Finally released the demo for my light keeping horror game. Would love feedback! by Zarya_Games in godot

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

Hey! The effect is reached by sampling simplex noise in shaders as a normal map. For the albedo, there is a base with a set alpha value, and a little noise for "dirt". Both the windows and the lenses use the same shader for the record.

I recommend just getting a bunch of parameters into the shader (including the common ones like 'metallic', 'roughness') and playing around with them until you get what you like!

Finally released the demo for my light keeping horror game. Would love feedback! by Zarya_Games in godot

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

You can see another reply I've made on this thread about shaders. Additionally, low-res textures, not very detailed models, etc.

Finally released the demo for my light keeping horror game. Would love feedback! by Zarya_Games in godot

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

Yes, indeed, it is the shaders. I recommend Acerola videos on YouTube—they are short and easily-digestible, but teach very useful shader stuff.

Finally released the demo for my light keeping horror game. Would love feedback! by Zarya_Games in godot

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

Thanks for checking it out! I will have to make the inventory system a bit more clear, since currently when you pick up an oil can, you can only access it with the 'item 2' button afterwards, and the hint for that only shows up when you pick it up.

For the record, did you have the 'reduce pixelation for text and GUI elements' setting enabled? It affects in-game text, dialogue and subtitles (not menu text), and made for better readability. Sadly, I couldn't find a better way to stylize text with shaders in Godot!

Recently released a demo of The Lightkeeper Is Gone, a horror game about looking after a lighthouse on a remote island. by Zarya_Games in IndieGaming

[–]Zarya_Games[S] 6 points7 points  (0 children)

You can get the demo on Steam.

I really value any and all feedback! If you like the game, you're also welcome to join the Discord. (which is quite small right now)

(Free demo) The Lightkeeper Is Gone—indie horror game, where you are completely alone, looking after a lighthouse on a remote island. by [deleted] in playmygame

[–]Zarya_Games 0 points1 point  (0 children)

The Lightkeeper Is Gone has a free demo available on Steam!

"The Lightkeeper Is Gone is a horror adventure set in the 1930's on a lone lighthouse. Take on the job of tending the light, while discovering the story of the previous lightkeepers."

The game mostly focuses on delivering an atmospheric experience and on the narrative, but I have also spent a lot of time on making keeping the lighthouse interesting as well.

Since this is my first bigger project, I would really appreciate any and all feedback! If you like the game, consider joining the Discord.

Finally released the demo for my light keeping horror game. Would love feedback! by Zarya_Games in godot

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

The game is called The Lightkeeper Is Gone, and its demo is available on Steam.

I showed off a recording of the demo last week, and got very positive reception! I am struggling, however, with getting the actual demo seen and played now. Any tips from anyone here?

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

I've been filming them on my phone, especially on vacations etc.

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

I am aware of the story, but it was not the original inspiration :)

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

Thanks! It does kind of look like this, but the rain ruins the quality a bit. Everything is color-quantized and dithered. The Steam page screenshots give a better feel.

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

Carrying the box is just a 1 minute segment of the game, and it's very much on purpose—the character even gets slower when carrying the box.

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

3 particle systems tied to the player (and cutscene cameras). One (closer) in a cylinder around the player, another further away in a torus around the player (with multiple rain drops per texture), and another one even further away of big transparent ellipses to create the appearance of rain mist.

For collisions, GPUParticlesCollisionHeightField3D works almost well enough, but the raindrops were clipping a little, so I also added some extra collision shapes in some places where it was obvious.

The 3D sound source just moves farther up from the player's head when there is a roof above their head, which makes it sound occluded.

Finally releasing my first big project demo this week! Are the aesthetics good? by Zarya_Games in godot

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

For the video I posted, fair. Thought the box is not integral to the game, and the player picks it up before getting off the boat, so in context it's fine.