First that first, I wish several happiness with your new baby ( I read your post in the Lorn's Lure: Danny's song) and I really appreciated this third demo. The first I like more, the second I thought was little bit unfair ( a great wall without bars and nor scafoldings) I really not found there the pickaxes, so I fall stagnated on massive tip of pipe . This one I liked but I saw you was making to Steam through the hints drawing at the paths. The rookies don't used to (no offenses) across the road without grip their mommies' hands. So I can understand it. I was little bit nervous with that arrows and full hints. But okay the new generation is in commerce command. I am too old I assume (44). Then I am from other generation, I like read manuals and explore trying many paths and tatics. But I appreciated this version. Those one when the owl change in a demon or monster or whatmacalit was VERY nice. That time I fell in a trick. hahahahah Video. Sorry about my bad english.
The application “DemoV3Mac” can’t be opened. (If it is un-identify developer or not broken it will pop up "Un identified developer" but this indicate glitched file)
This demo is supa dopeness. So fricken chill. Exploration and running around feels alive and tactile.
These were some of my moments of friction with how movement works. Please ignore these musings :) Especially things being so closes to beta and such. Just thought it might be fun to share.
I found the way the camera snaps to a different angle when switching walls to be quite disorienting. Maybe as a menu option?
Same with the camera while holding onto the wall and looking backwards, not being able to do full 360 felt a little off. Clamping it at a smaller angle than 90 degrees to the wall might be better, mayhapes? But, full 360 would feel nice me thinks.
Why does letting go of the wall take the same amount of stamina as jumping off a wall. I could see how grabbing onto a wall while falling could use a lot of stamina, but not just doping down from the wall.
Sometimes its hard to tell if I'm going to be jumping off a wall or dropping down from the wall.
Initially i thought the distance indicator told you how far down or above something is from you. Hmm, maxes out at 10m. Maybe it would give you a "^" symbol with the number 4, meaning the point I'm looking at on the wall is 4m above me. Vise versa with a "v" symbol. Maybe two numbers? One for height above and bellow, and one for distance? Nah to complex. The distance number would probably be more useful if it didn't max out at 10m. It would make reading if a large wall is traversable a whole lot easier; both vertically and horizontally. Eh, you know what, whatever, mussel memory will probably be more useful than some number.
Re-spawning is a tad annoying. Because it felt like i had no control over where it would set me back to. Maybe a way to set the restart points myself. I'm a big fan of viewfinders rewind system. I wonder how connected the idea of simulations is to the world's lore.
(Now this is were i totally just start going off on my own.)
Dying from falling feels a bit off. I feel disconnected from this black screen that says "try again". Or if not even dying maybe a leg breaks when you hit the ground and you topple over, you can't walk. Same with trying to grab onto a wall while falling fast, your arm could break off and you go spinning down, you can't climb walls. Your head hits the ground the simulation ends. These are physical consequences for falling, not just some kind of game mechanic if you know what i mean.
Anyways, just some things I was thinking about while playing. I had so much fun climbing around the demo. I'm so excited to explore this ancient world. Its so friken dope. >:D
Just played the demo and I loved it so far, climbing the walls is satisfying and I especially enjoyed figuring out a route + the slower paced exploration around the megastructure. Having a button to hide UI was also a nice addition.
The only few issues I had with the demo didn't impact the gameplay, so they are a bit nitpicky lol, firstly I didn't like how the tutorial popups interrupt the player as it breaks the flow, since I usually get stopped as I'm trying to move. I also had an issue with the game audio turning off when accessing the settings menu (the sound design is amazing though), but since it's only the demo this might be outdated.
Overall I still enjoyed the game, definitely going to wishlish it on steam as I've been looking for more megastructure and exploration games like this :^)
I just finished reading Blame and came straight here in search of more megastructure stuff :D This is really cool and the traversal mechanics feel super satisfying so nice job! This may have been said already but I'd love to have a different key to 'let go' of a wall and let the jump key always propel you in the direction you are facing. Also having the left/right movement be relative to the direction you are looking might be nice as an option? So hyped for the release!
Super cool demo! Fixed a lot of my gripes with the climbing in Hatch, while delivering more of my favourite parts of Hatch - the section near the summit with all of the long jumps onto thin platforms that have you biting your nails - here delivered with way more crunch and weight to them.
I also think this makes a really cool speed game, as trying to go as fast as possible leads to more daring leaps and in some sections a great sense of flow when you're jumping between platforms and slopes at top speeds. That said, the sections where you have to climb directly upwards break this flow, as suddenly you're just holding up for a while without doing anything (it's worth noting that in the first playthrough of a level, when I'm not playing for time, this is totally fine, I'm slowly looking around at the environment and planning carefully and so the slow pacing of climbing directly upwards feels right). I wonder this could be addressed by making jumping and regrabbing equally as stamina-efficient as normal climbing, so that if you're going for speed you have that option which is a) slightly faster b) slightly more dangerous and c) means you're still actively doing something
I also think it would feel nice if stamina instantly recharged when you touched flat ground rather than having to wait for it. It feels realistic to need to wait for your stamina, but again it breaks that flow when you're trying to go fast. It also discourages leaping towards platforms at the end of a climb (because it uses more stamina so you have to wait longer) which is a shame because doing that feels really fun. The slow stamina recharge could still be used when sliding on slopes though because then you have the fun tension of not being sure if you'll get enough stamina back or not.
One other minor gripe was that not pushing off when looking below the waist and jumping from a wall feels unintuitive to me. I feel like I should be propelled forward in the direction I'm looking when I press space (maybe not if I'm looking directly down though), and maybe dropping should be a different key like control or pressing left-click again. This could even lead to the slightly interesting decision between jumping down propels you so is slightly faster, but uses more stamina, whereas dropping is free.
Backseat game-designing aside, this was a really fun demo that shows a lot of promise, and I'm definitely going to wishlist the full game on steam.
p.s. I saw in the trailer that there looked to be some sort of grappling hook mechanic, which I'm very excited for. Grappling / swinging mechanics make literally every game better :)
Another random thought: it would be helpful if crystals that you've already collected turned grey / ghostly so that you know you've already collected to them - also makes it clearer that you don't necessarily have to collect them all in one run to unlock the sim mode, which I thought at first
Also yeah having played a bit more since making my original post, I definitely did get used to the dropping vs jumping thing, and I think it does work well
This really has some simple but fun mechanics. I love having to do precision jumps and feeling a sense of accomplishment going down to get the picks. At that point going up is a pretty cool move and the level design working down and upwards reflects the thought that was put into the level. My only gripe with the game so far is that the pick gameplay still feels a bit too sluggish for my taste. I loved the speed going down but moving up slowed things down considerably and I lost that momentum I built up, but that might be just me. Overall an awesome experience definitely will buy the full version when it's out :)
Gotta say I really loved this concept/demo. I know it's more of a climbing game but as a fan of parkour in general I absolutely loved this. Also I really apricate the fact that you can turn the Ui off to have a more immersive experience as well as a difficult 1 haha. Cool game & I can't wait to see the full version of it.
i haven’t tried downloading it from here, but the steam page warns that it isn’t comparable with post Catalina OSs and I couldn’t find anything specific here if it would or wouldn’t, though I might just not know where to look. Thanks
when what OS is out? Catalina was 10.15, the current one is already past that. The issue that might be present is that that was the last MacOS to have a 32-bit processing, the ones after that are all only 64-bit, I believe, I’m not much of a computer guy. I’ve got a bunch of other games that I got before I updated and am no longer able to play because of that.
Actually, sorry, I typed all that up and then I decided to try and testing the download, the one on steam, and despite the warning it does work, so I’m leaving what I typed up because it might be relevant at least at least just something you might wanna think about. This is the first game at least that I tested though that was able to play despite that warning. I am very excited and hope I can run it at a reasonable level of smoothness
Interesting pre-release. I like the main aesthetic and the mood. The visual reminds me of another game - Paratropic. The main gameplay is good enough, but I hope that you planned to do more than a simple platformer game. The player controller is efficient, but it requires at first some skill. After a while, I could manage all movements without any problem. I don't understand how to use ice axes. Overall, a good alpha project which needs some improvements and better gameplay. I stay tuned ++
This demo was a lot of fun and very ambitious, I felt incredibly bad for sleeping on it for oh so long but the wait was definitely worth it. Was the first game of the second Demo Disc I played, and was a fantastic introduction.
Really cool game. I enjoyed climbing around. Looking forward to playing and recording my playthrough of the FULL version! Cool stuff. Please give my video a like if you enjoy it. Thanks!
I really enjoyed DUE, so when I saw this game in the HPS1 2021 demo disc I knew I was in for a good time. Love the feeling of absolute isolation and the climbing mechanics are seriously satisfying. It's the first game I play in this video!
This is so good! I love how open everything is and you have to pick the best path to get somewhere and learn from your own mistakes! I can't wait to play more of this!!
An incredibly fun and outright addicting climbing puzzle game. The mechanics of the climbing are simple, but oh so satisfying to use. Downright one of the most fun games over on the Demo Disc. I really, really cannot wait for the full release.
This game is incredibly fun and can be treated like a puzzle game which has multiple solutions per level. The simple mechanics of the game are fun enough that when I beat the demo I went back in just to see what I could get on top of and jump down onto. The only limits in the game are ones that serve to make the game more fun.
One thing I would like to see from this game is more encouragement to start jumping while climbing. I think horizontal movement while climbing should be further limited so you have to make more leaps where you have to jump to move horizontally then latch onto the wall again, but the current system is still just fine how it is.
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First that first, I wish several happiness with your new baby ( I read your post in the Lorn's Lure: Danny's song) and I really appreciated this third demo. The first I like more, the second I thought was little bit unfair ( a great wall without bars and nor scafoldings) I really not found there the pickaxes, so I fall stagnated on massive tip of pipe . This one I liked but I saw you was making to Steam through the hints drawing at the paths. The rookies don't used to (no offenses) across the road without grip their mommies' hands. So I can understand it. I was little bit nervous with that arrows and full hints. But okay the new generation is in commerce command. I am too old I assume (44). Then I am from other generation, I like read manuals and explore trying many paths and tatics. But I appreciated this version. Those one when the owl change in a demon or monster or whatmacalit was VERY nice. That time I fell in a trick. hahahahah Video. Sorry about my bad english.
Of course!
The mobility in this game feel really good, I can't wait to see more!
this game is amazing bro
I really want to play your game, maybe I'll try it at school
Mac download broke
The application “DemoV3Mac” can’t be opened. (If it is un-identify developer or not broken it will pop up "Un identified developer" but this indicate glitched file)
Mac Download Broken
tsutomu nihei would love this....
I love it!
This is a truly great game so far.
Please for the love of god, keep making games
A slightly eerie but exciting giant structure filled with the unknown.
And it was very exciting to hear the fragmented story of how they challenged it or were left behind!
The simulation challenge was completed at a later date, meow!
This demo is supa dopeness. So fricken chill. Exploration and running around feels alive and tactile.
These were some of my moments of friction with how movement works. Please ignore these musings :) Especially things being so closes to beta and such. Just thought it might be fun to share.
I found the way the camera snaps to a different angle when switching walls to be quite disorienting. Maybe as a menu option?
Same with the camera while holding onto the wall and looking backwards, not being able to do full 360 felt a little off. Clamping it at a smaller angle than 90 degrees to the wall might be better, mayhapes? But, full 360 would feel nice me thinks.
Why does letting go of the wall take the same amount of stamina as jumping off a wall. I could see how grabbing onto a wall while falling could use a lot of stamina, but not just doping down from the wall.
Sometimes its hard to tell if I'm going to be jumping off a wall or dropping down from the wall.
Initially i thought the distance indicator told you how far down or above something is from you. Hmm, maxes out at 10m. Maybe it would give you a "^" symbol with the number 4, meaning the point I'm looking at on the wall is 4m above me. Vise versa with a "v" symbol. Maybe two numbers? One for height above and bellow, and one for distance? Nah to complex. The distance number would probably be more useful if it didn't max out at 10m. It would make reading if a large wall is traversable a whole lot easier; both vertically and horizontally. Eh, you know what, whatever, mussel memory will probably be more useful than some number.
Re-spawning is a tad annoying. Because it felt like i had no control over where it would set me back to. Maybe a way to set the restart points myself. I'm a big fan of viewfinders rewind system. I wonder how connected the idea of simulations is to the world's lore.
(Now this is were i totally just start going off on my own.)
Dying from falling feels a bit off. I feel disconnected from this black screen that says "try again". Or if not even dying maybe a leg breaks when you hit the ground and you topple over, you can't walk. Same with trying to grab onto a wall while falling fast, your arm could break off and you go spinning down, you can't climb walls. Your head hits the ground the simulation ends. These are physical consequences for falling, not just some kind of game mechanic if you know what i mean.
Anyways, just some things I was thinking about while playing. I had so much fun climbing around the demo. I'm so excited to explore this ancient world. Its so friken dope. >:D
Just played the demo and I loved it so far, climbing the walls is satisfying and I especially enjoyed figuring out a route + the slower paced exploration around the megastructure. Having a button to hide UI was also a nice addition.
The only few issues I had with the demo didn't impact the gameplay, so they are a bit nitpicky lol, firstly I didn't like how the tutorial popups interrupt the player as it breaks the flow, since I usually get stopped as I'm trying to move. I also had an issue with the game audio turning off when accessing the settings menu (the sound design is amazing though), but since it's only the demo this might be outdated.
Overall I still enjoyed the game, definitely going to wishlish it on steam as I've been looking for more megastructure and exploration games like this :^)
I'm happy to say that I got rid of the tutorial popups :)
The audio thing might be a bug? I haven't experienced it or heard it from anyone, but I'll keep an eye out for it.
Thanks for the feedback!
I just finished reading Blame and came straight here in search of more megastructure stuff :D This is really cool and the traversal mechanics feel super satisfying so nice job! This may have been said already but I'd love to have a different key to 'let go' of a wall and let the jump key always propel you in the direction you are facing. Also having the left/right movement be relative to the direction you are looking might be nice as an option? So hyped for the release!
I downloaded MacOS build from Steam. And there is no sound. I can't understand how to fix it.
I have Mac mini with Apple Silicon
I saw your same post on Steam - responded there
That was really cool! I had a lot of fun playing!
Super cool demo! Fixed a lot of my gripes with the climbing in Hatch, while delivering more of my favourite parts of Hatch - the section near the summit with all of the long jumps onto thin platforms that have you biting your nails - here delivered with way more crunch and weight to them.
I also think this makes a really cool speed game, as trying to go as fast as possible leads to more daring leaps and in some sections a great sense of flow when you're jumping between platforms and slopes at top speeds. That said, the sections where you have to climb directly upwards break this flow, as suddenly you're just holding up for a while without doing anything (it's worth noting that in the first playthrough of a level, when I'm not playing for time, this is totally fine, I'm slowly looking around at the environment and planning carefully and so the slow pacing of climbing directly upwards feels right). I wonder this could be addressed by making jumping and regrabbing equally as stamina-efficient as normal climbing, so that if you're going for speed you have that option which is a) slightly faster b) slightly more dangerous and c) means you're still actively doing something
I also think it would feel nice if stamina instantly recharged when you touched flat ground rather than having to wait for it. It feels realistic to need to wait for your stamina, but again it breaks that flow when you're trying to go fast. It also discourages leaping towards platforms at the end of a climb (because it uses more stamina so you have to wait longer) which is a shame because doing that feels really fun. The slow stamina recharge could still be used when sliding on slopes though because then you have the fun tension of not being sure if you'll get enough stamina back or not.
One other minor gripe was that not pushing off when looking below the waist and jumping from a wall feels unintuitive to me. I feel like I should be propelled forward in the direction I'm looking when I press space (maybe not if I'm looking directly down though), and maybe dropping should be a different key like control or pressing left-click again. This could even lead to the slightly interesting decision between jumping down propels you so is slightly faster, but uses more stamina, whereas dropping is free.
Backseat game-designing aside, this was a really fun demo that shows a lot of promise, and I'm definitely going to wishlist the full game on steam.
p.s. I saw in the trailer that there looked to be some sort of grappling hook mechanic, which I'm very excited for. Grappling / swinging mechanics make literally every game better :)
Another random thought: it would be helpful if crystals that you've already collected turned grey / ghostly so that you know you've already collected to them - also makes it clearer that you don't necessarily have to collect them all in one run to unlock the sim mode, which I thought at first
I hear you on these items and am already thinking about solutions - since I've heard them before!
But regarding letting go, I will keep it as is - you'll probably get used to it over the length of the game :P
And grappling is only in the last level (and maybe a crystal level too).
I couldn't really fit it into the story without making traversal too easy, but demand was high so I had to have it lol.
I will likely release some custom maps later as well as DLC with more grappling.
Also planning a free level editor (but not on release), so you'll get more grappling and late-game mechanics to play with :)
Thanks for taking the time to leave feedback!
Incredible, can't wait :)
Also yeah having played a bit more since making my original post, I definitely did get used to the dropping vs jumping thing, and I think it does work well
New demo is pretty cool, glitch ghost is now more thicc ->
This really has some simple but fun mechanics. I love having to do precision jumps and feeling a sense of accomplishment going down to get the picks.
At that point going up is a pretty cool move and the level design working down and upwards reflects the thought that was put into the level. My only gripe with the game so far is that the pick gameplay still feels a bit too sluggish for my taste. I loved the speed going down but moving up slowed things down considerably and I lost that momentum I built up, but that might be just me.
Overall an awesome experience definitely will buy the full version when it's out :)
Gotta say I really loved this concept/demo. I know it's more of a climbing game but as a fan of parkour in general I absolutely loved this. Also I really apricate the fact that you can turn the Ui off to have a more immersive experience as well as a difficult 1 haha. Cool game & I can't wait to see the full version of it.
Great game with addictive gameplay. I really liked the idea and implementation.
Subscribe to my channelヾ(^▽^*)))this looks really cool, but I was wondering if I will be able to play on mac OSs after Catalina?
I don't see why not...
Is the Mac version not working for you now?
i haven’t tried downloading it from here, but the steam page warns that it isn’t comparable with post Catalina OSs and I couldn’t find anything specific here if it would or wouldn’t, though I might just not know where to look. Thanks
Oh really? I wan't aware of this at all, they approved all the builds...
I'll figure out how to test that when the OS is out. Thanks for the heads up
when what OS is out? Catalina was 10.15, the current one is already past that. The issue that might be present is that that was the last MacOS to have a 32-bit processing, the ones after that are all only 64-bit, I believe, I’m not much of a computer guy. I’ve got a bunch of other games that I got before I updated and am no longer able to play because of that.
Actually, sorry, I typed all that up and then I decided to try and testing the download, the one on steam, and despite the warning it does work, so I’m leaving what I typed up because it might be relevant at least at least just something you might wanna think about. This is the first game at least that I tested though that was able to play despite that warning. I am very excited and hope I can run it at a reasonable level of smoothness
Ah ok - I am not up to speed with Mac Oses!
The build should work for either 32 or 64bit Mac OS, so that warning on Steam maybe is just in case?
Anyway thanks for testing
Great!
Great one, loved the challanges and scene buildup
Very well done feel of atmosphere and scale, the parkour is doable and fun. ->
Amazing game! Cannot wait for full version!
really good game, is awesome how the player has to find the way on his own.
i got a problem with the spawns, some spots need a spawn cause is too long.
that was the only problem with this game.
Thanks for playing, and leaving feedback!
And yeah I agree, some spawn spots need optimization
i loved this! can't wait for the full game!!
Interesting pre-release. I like the main aesthetic and the mood. The visual reminds me of another game - Paratropic. The main gameplay is good enough, but I hope that you planned to do more than a simple platformer game. The player controller is efficient, but it requires at first some skill. After a while, I could manage all movements without any problem. I don't understand how to use ice axes. Overall, a good alpha project which needs some improvements and better gameplay. I stay tuned ++
This demo was a lot of fun and very ambitious, I felt incredibly bad for sleeping on it for oh so long but the wait was definitely worth it. Was the first game of the second Demo Disc I played, and was a fantastic introduction.
I loved the game so much! One of my favorites so far
Really cool game. I enjoyed climbing around. Looking forward to playing and recording my playthrough of the FULL version! Cool stuff. Please give my video a like if you enjoy it. Thanks!
I really enjoyed DUE, so when I saw this game in the HPS1 2021 demo disc I knew I was in for a good time. Love the feeling of absolute isolation and the climbing mechanics are seriously satisfying. It's the first game I play in this video!
I love megastructures ✨✨and everything connected with them😜😜, manga blame 💕💕😎👌samosbor naissance 😈😈 🤘
Infinite blocks💗💗 meaningless corridors👕🙇🤤
Usually I wander, this is my hobby 😹😹, I rummage for the top architecture 💗brutalism, minimalism🍀, functionalism🐈
If you are not an organic form of life, you are not a top and you do not fumble, then do not write to me ✋✋
so true so true
This is so good! I love how open everything is and you have to pick the best path to get somewhere and learn from your own mistakes! I can't wait to play more of this!!
Glad you enjoyed!
Just FYI, the version separate from the HPS1 demo is longer.
So if you download from this page, or from Steam, it's much lengthier :)
Ooooooh that's interesting!! Thanks for letting me know!!
An incredibly fun and outright addicting climbing puzzle game. The mechanics of the climbing are simple, but oh so satisfying to use. Downright one of the most fun games over on the Demo Disc. I really, really cannot wait for the full release.
Replay for the Haunted PS1 Demo Disc - Still buying Lorn's Lure when it drops
No Commentary Haunted PS1 Demo Disc Playlist
This game is incredibly fun and can be treated like a puzzle game which has multiple solutions per level. The simple mechanics of the game are fun enough that when I beat the demo I went back in just to see what I could get on top of and jump down onto. The only limits in the game are ones that serve to make the game more fun.
One thing I would like to see from this game is more encouragement to start jumping while climbing. I think horizontal movement while climbing should be further limited so you have to make more leaps where you have to jump to move horizontally then latch onto the wall again, but the current system is still just fine how it is.