August Update!
Added 2021-08-25 16:07:22 +0000 UTCHey everyone! We wanted to share with you the plan for this months VERY important alpha build! We've spent the last month working on cutscenes, scares, more environment polish and our contractors are working hard on some exciting new updates we will share very soon.
AL, our coder, is working hard on a number of functions while we polish up the AI and add some important systems to it. We need the ghosts to dynamically be able to adapt to your situation, whats in your inventory, where you are in the park, and of course be dealt with via the magatama. There is a lot to get working on that hence the delays. It IS coming along though, and the ghosts can currently mindlessly wander the park and follow you around if you get within range. Next month we plan to have multiple alpha builds leading up to the beta in early October when all we have left is bug fixes and some art asset polish.
This alpha build will include the nearly full gameplay chain minus most of the minigame-puzzles(utilizing the necessary items on the puzzle placeholder will complete the interaction for now). We will also include several of the cutscenes (if not all of them achieved through non-enemy based interaction) As we want to know if the game is sufficiently scary! That said, spoiler-warnings abound. Remember, we don't do jumpscares or startle based horror, so playing through these builds from this point forward may change your perception of the final game! Though, we may have put a few scares in for the modern-horror game audience this time.
We also had to do something we aren't too sure about in terms of execution. In order to make sure that the initiating incident happens and the player cannot do the core gameplay chain before even summoning the ghosts, we had to add a single invisible wall blocking off the majority of the park until that core interaction is started. When approaching that wall the player will get messages stating they should focus on the first task. but after that point the game completely opens up and there is no forced interaction order, moon logic, or intrusion on exploration. We are hoping to get some help on this specific blockade and how to make it not feel so janky.
If you find anything else in the game to be obtuse or annoying, we are very interested in that opinion. We want to avoid as many mistakes from our previous title as possible. Of course, the limited inventory, tank controls/fixed cameras, and traversal aside.
I'll be uploading and sending out the new build early next week! Please give us feedback as it greatly helps improve the final product, especially if you find bugs!