Holy crap, this game made me feel something. I don't know what it is but it feels like uncanny mixed with uneasiness and sprinkles of wanting to leave the game, how did you do that?! Tell me, how did you make your game make me feels this way? I'd like to know, but if you don't want to, then it's your choice. I'm going to find out myself. I W I L L F I N D O U T.
Haha, well, it's hard to answer that. I think it's the SFX used in this game, and the reversed music, certainly, I wanted to recreate that uncanny feeling from oldest indie horror games, like the .exe games.
so this game was really interesting you hooked me with the unique style with makes it look terrifying the ambient atmosphere was terrifying and it was all round a solid well made game which i always love to play, i think the walking speed could be sped up a little, and i also think you should add a start screen i know its very small compared to the effort you have put into the game but i always look at presentation and a start menu always shows good presentation but as i said this is a very small thing taking in the fact that you can see how much effort was put into the actual game
Hi Goopy, thanks for playing my game! :) Originally, the game did have a menu and an intro, but it was removed to give a direct start and not give the player time to even react. I'm glad you liked the game, and I hope you try my next projects. ;)
Absolutely loved this honestly, something about this just ticked all the boxes with me it felt so surreal and just perfect haha not too long not too short thanks for making such a good game.
¡Muchas gracias! Realmente no quedé muy satisfecho en cuanto a animaciones se refiere, por lo que es probable que en algún futuro actualice el juego. La historia en si es una metáfora para que el jugador la interprete en base a lo que juega, te voy a dar un ejemplo: - Los pasillos pueden ser una especie de limbo o castigo, la habitación de carne puede ser simplemente una pesadilla o una alegoría al consumo, o incluso canibalismo. La radio de policía que se escucha en varios segmentos del juego puede referirse a un asesinato, un secuestro o algún tipo de crimen. Todo lo que te dije, son hipótesis que un jugador puede sacar si juega y teoriza a la vez. Con respecto a tu juego, voy a probarlo! :
Gracias por la explicacion, la verdad que es una historia bastante abstracta, honestamente, hasta pense que el protagonista estaba en drogas o algo XD. pero aun asi la experiencia es muy buena. Gracias por responder
The game had brilliant execution. From the start till the finish line, the experience felt genuine, ominous and bit creepy. The visuals and design of the game massively overshadows the main story, which was odd, for sure and it left me open minded about the events, which transpired.
Although, the game was superb, I wish it had more interaction and clear lore. Other than that, everything was fine.
Wish you good luck with the upcoming projects. Cheers!
Thanks! To be honest, Deep Fear has an history really dark and eerie. But it doesn't explain it to the player, the idea of the game is that the player interprets the story based on what he plays.
I can relate to that. Although there are not enough visual clues to pin point towards a specific direction. It really does not explain to the player a lot, which is different from showing the entire story. Based on what I've played it was nothing but unique visuals and a crime maybe, nothing more, nothing less. The "I'm God" part made it a bit like Lovecraftian story, but as a pure suggestion, the clues should be more direct, at least using imagery or sound better.
Once again, wish you good luck with the next project.
¡Muchas gracias! La clave es la paciencia, yo tampoco soy un experto en la programación, pero ahí voy xd. Deep Fear originalmente debió salir para una Jam (32 Bits Game Jam), pero nunca logré terminarlo (de hecho, si logré "terminarlo", pero era un desastre). Por lo que, la clave es la paciencia y la dedicación que le pongas a tus juegos :3
Ninguno, la transición de puertas la logré mediante una animación. Te explico: Cuando el jugador interactua con la puerta, hay una animación de fade, luego se activa la animación de la puerta (o transición de puerta, como quieras llamarla), una vez finaliza la animación, el jugador se vuelve a activar, pero esta vez del otro lado del lugar, mas o menos así funciona, de forma resumida x
Y si lo que querés saber es cómo logré el efecto de Play 1, es de hecho, bastante sencillo. Hay 2 formas, una fácil y la otra que es un poquito más larga de hacer, pero da un mejor resultado: La primera es creando un RenderTexture con las dimensiones 256x224 o 256x144 (creo, si mal no recuerdo), lo pones en point y se lo aplicas a la cámara del jugador. Luego creas un Raw Image con el Canvas, lo escalas a tu gusto y ahí también aplicas el mismo RenderTexture, esa sería la manera fácil. La manera más compleja es con el RenderTexture, pero en vez de crear un Canvas, tenés que crear un GameObject, dentro de este tenés que colocar una cámara y un plano, la cámara tenés que cambiarla de "Perspective" a "Orthographic", y el plano ajustarlo para que ocupe bien la pantalla, luego al plano le aplicas el RenderTexture que creaste y también se lo aplicas a la cámara del jugador (no la que está dentro del GameObject), y con eso, tendrías el efecto.
This was awesome! There are certain segments that got me really good and it maintained the atmosphere the entire time. The soundscape of the game reminds me of 'The Moon Has Faded' in that it's a bit crowded. I understand it's intentional but I'm not sure it's achieving the intended effect.
I hope development on The Moon Has Faded is going well. I'm super excited to see what you do next!
Thanks Laud! I'm glad you enjoyed Deep Fear, the thing about the sounds is that sometimes i forget to turn them off.
The Moon Has Faded Away is on hold, but from time to time I upload some images in the devlog, its development is going more than well, therefore I gave the date of August 9 for its full release.
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Holy crap, this game made me feel something. I don't know what it is but it feels like uncanny mixed with uneasiness and sprinkles of wanting to leave the game, how did you do that?! Tell me, how did you make your game make me feels this way? I'd like to know, but if you don't want to, then it's your choice. I'm going to find out myself. I W I L L F I N D O U T.
Haha, well, it's hard to answer that.
I think it's the SFX used in this game, and the reversed music, certainly, I wanted to recreate that uncanny feeling from oldest indie horror games, like the .exe games.
Yeah, reversed music makes sense, I'm always shivering every time I hear reversed music but that's probably on me.
Thanks Winsto! :)
Yo, what's the bomb ass song in the eye-tv room
Follow Me from Daisy
I'm not getting good sleep tonight ......
Game was fun :)Thanks! ;)
FULL GAME ABOVE ^^
so this game was really interesting you hooked me with the unique style with makes it look terrifying the ambient atmosphere was terrifying and it was all round a solid well made game which i always love to play, i think the walking speed could be sped up a little, and i also think you should add a start screen i know its very small compared to the effort you have put into the game but i always look at presentation and a start menu always shows good presentation but as i said this is a very small thing taking in the fact that you can see how much effort was put into the actual game
Gameplay above hope you guys enjoy
Hi Goopy, thanks for playing my game! :)
Originally, the game did have a menu and an intro, but it was removed to give a direct start and not give the player time to even react.
I'm glad you liked the game, and I hope you try my next projects. ;)
quite like the tv. id kliss it
estuvo bonito el juego, desde el inicio pensé en que trataba sobre llegar al cielo cruzando al infierno y creí de que el faro era el cielo 10/10
¡Muchas gracias!
Tu teoría puede ser correcta, ¿quién sabe? ;)
Thanks Buddy! :)
Thanks for playing it!
No doubt very horror atmospheric game with a PS1 vibe that is very nostalgic. Great job man!
Thanks!
Muchas gracias! :D
Loved the creep factor and the atmosphere. Excellent job!
Thanks Chris! :)
adobe was trippin so I couldn't do any edits
Thanks for playing it!
super super creepyu game! really enjoyed it!
Thanks! :)
Absolutely loved this honestly, something about this just ticked all the boxes with me it felt so surreal and just perfect haha not too long not too short thanks for making such a good game.
Thanks dude! :)
this was great
Full Play NO COmmentary
Thanks for playing it! :)
Me encanto mucho el juego! los graficos, la ambientacion, animaciones.. quedaron muy bien!
Aunque la historia no la entendi XD
Que casualidad, yo publique un juego con una estetica similar al tuyo, me gustaria que lo jugaras y me contaras que tal!
¡Muchas gracias!
Realmente no quedé muy satisfecho en cuanto a animaciones se refiere, por lo que es probable que en algún futuro actualice el juego.
La historia en si es una metáfora para que el jugador la interprete en base a lo que juega, te voy a dar un ejemplo:
- Los pasillos pueden ser una especie de limbo o castigo, la habitación de carne puede ser simplemente una pesadilla o una alegoría al consumo, o incluso canibalismo. La radio de policía que se escucha en varios segmentos del juego puede referirse a un asesinato, un secuestro o algún tipo de crimen.
Todo lo que te dije, son hipótesis que un jugador puede sacar si juega y teoriza a la vez.
Con respecto a tu juego, voy a probarlo! :
Gracias por la explicacion, la verdad que es una historia bastante abstracta, honestamente, hasta pense que el protagonista estaba en drogas o algo XD. pero aun asi la experiencia es muy buena. Gracias por responder
Really creepy game.
Thanks! :)
Hey this was really interesting. First game! Check out out if you get a chance!
Thanks Ravencrow! :)
This game was an amazingly abstract horror. I think it was odd that I found the "buzzing" in the background so unsettling... well done!
Thanks dude!
Thanks for making the game!
Suspenseful void of classic horror.
The game had brilliant execution. From the start till the finish line, the experience felt genuine, ominous and bit creepy. The visuals and design of the game massively overshadows the main story, which was odd, for sure and it left me open minded about the events, which transpired.
Although, the game was superb, I wish it had more interaction and clear lore. Other than that, everything was fine.
Wish you good luck with the upcoming projects. Cheers!
Thanks!
To be honest, Deep Fear has an history really dark and eerie. But it doesn't explain it to the player, the idea of the game is that the player interprets the story based on what he plays.
I can relate to that. Although there are not enough visual clues to pin point towards a specific direction. It really does not explain to the player a lot, which is different from showing the entire story. Based on what I've played it was nothing but unique visuals and a crime maybe, nothing more, nothing less. The "I'm God" part made it a bit like Lovecraftian story, but as a pure suggestion, the clues should be more direct, at least using imagery or sound better.
Once again, wish you good luck with the next project.
Thanks dude!
Thanks for playing it!
Muy bueno el juego, me quede con ganas de más
¡Muchas gracias por jugarlo!
love your game very much thank you :)
Thanks for playing it!
¡Muchas gracias!
La clave es la paciencia, yo tampoco soy un experto en la programación, pero ahí voy xd.
Deep Fear originalmente debió salir para una Jam (32 Bits Game Jam), pero nunca logré terminarlo (de hecho, si logré "terminarlo", pero era un desastre).
Por lo que, la clave es la paciencia y la dedicación que le pongas a tus juegos :3
Ninguno, la transición de puertas la logré mediante una animación.
Te explico: Cuando el jugador interactua con la puerta, hay una animación de fade, luego se activa la animación de la puerta (o transición de puerta, como quieras llamarla), una vez finaliza la animación, el jugador se vuelve a activar, pero esta vez del otro lado del lugar, mas o menos así funciona, de forma resumida x
Y si lo que querés saber es cómo logré el efecto de Play 1, es de hecho, bastante sencillo.
Hay 2 formas, una fácil y la otra que es un poquito más larga de hacer, pero da un mejor resultado:
La primera es creando un RenderTexture con las dimensiones 256x224 o 256x144 (creo, si mal no recuerdo), lo pones en point y se lo aplicas a la cámara del jugador. Luego creas un Raw Image con el Canvas, lo escalas a tu gusto y ahí también aplicas el mismo RenderTexture, esa sería la manera fácil.
La manera más compleja es con el RenderTexture, pero en vez de crear un Canvas, tenés que crear un GameObject, dentro de este tenés que colocar una cámara y un plano, la cámara tenés que cambiarla de "Perspective" a "Orthographic", y el plano ajustarlo para que ocupe bien la pantalla, luego al plano le aplicas el RenderTexture que creaste y también se lo aplicas a la cámara del jugador (no la que está dentro del GameObject), y con eso, tendrías el efecto.
great jobs
Thanks!
I hope development on The Moon Has Faded is going well. I'm super excited to see what you do next!
Thanks for making games!
Thanks Laud!
I'm glad you enjoyed Deep Fear, the thing about the sounds is that sometimes i forget to turn them off.
The Moon Has Faded Away is on hold, but from time to time I upload some images in the devlog, its development is going more than well, therefore I gave the date of August 9 for its full release.
Anyways, thanks for playing my game!
Que rico cuando salen jueguitos español por ahí, exito bro y saludos! ya probaré tu juego
¡Muchas gracias!