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You've absolutely nailed the uncanny vibe of early CG renders. It's spot on. Great game so far man.

Thank you! ^^


Amazing game play experience! Looking forward for full release

Thanks! : )


This game is amazing, the feel is just great.  Can't wait for the full release.

I noticed that the doors that say "It's locked from the other side" don't show as locked doors on the map. Is that intentional? If not, it would be nice if they showed as locked.

oh really? that might be a bug. I think there is one door that is locked and doesn't show on the map. somewhere in the middle of the long staircase.
I will put out a new update around next month or so. So I will investigate this issue somewhere this week. Thanks for letting me know! : )
And I'm glad you liked it! ^^

Hoping that auto-aim is added.

Also hope that better support for the sticks is implemented.  I tried to assign the movement to the left thumbstick, but it didn't work.  Same for trigger buttons.

Despite those couple of problems, I'm very hopeful for the future of this game!


Auto-aim is a feature for the full game.
I'm planning to redo the whole button mapping so that it'll be easier to set up your buttons with more freedom.
And will also implement a different control type other then Classic Tank Controls.
But since I'm short on time for the backers demo to be finished I will have to delay all these features to a later update or until the full version.

Got completely stuck in the store. I pressed every button on my keyboard and nothing...


you played the latest version? there was an issue like that in the previous version but it should have been resolved a couple of months ago.
did you do a mouse click? there is a currently bug that clicking with the mouse can lock up any type of menu...
Sorry for the inconvenience. x.x

yep, the mouse click


aaah.. good to know it's not a new issue. Will fix this problem in a future update : )


You absolutely nailed the pre rendered environments, and the whole 90's, PS1 feel here, massive well done!

I was wondering what software you used to make this game? You've definitely achieved some of the better results compared to other PS1 throwback games.

Thank you very much! ^^
I used Blender for all the 3d elements and Unity for as game engine : )


absolutely amazing, i loved every second of it! so much so that i immediately replayed it so i could try to buy everything and kill the big guy, it took me a couple tries lol. the controls are very solid, manual aiming is tough tho since im so use to the auto aim in re, i am using a ps4 controller and was able to easily fix any issues i had. overall they are really good. however, i did run into a few softlocks when finishing the key puzzle and starting the door puzzle. i didnt mind it tho because it meant i got a chance to replay it. overall this game is exactly what ive been looking for, it reminds me so much of alice and alice madness returns, perfectly blended with the RE gameplay. cant wait until this game is finished, i will definitely be supporting it as much as i can!

I'm glad you liked it and had a good time, despite a couple of bugs you ran into : )

I like this but the control configuration is broken. wont let set the keys i want them to be for certain controls.

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the only thing you can not change for now are the arrow keys.
But I'm going to redo the buttons mapping some time soon. After I'm done with the backers demo.

Developer to developer, giving 1/5 rating to other projects that a clearly not pure garbage can burn your name and face.

Hi man, i encountered a bug:

When you finish the movin parts puzzle and take the key out, the menu for "move the key" or "move the pieces" pops in, if you click move the pieces, the game softlocks (you get stuck moving the pieces of the puzzle)

Also, a suggestion:

For what can we see in this demo, there will be a lot of stair climbing in this game, so can you change the stair climbing animation for free movement in stairs? something like classic RE 3

Yea, that puzzle still got some bugs, I need to check it again some time.
I'll put another update out when I got the new demo done.
And changing the stairs to free stairs is possible but this will change the whole gameplay and I might have to make a couple of new animations for this since there is no IK like in newer games that checks where the feet of the character are to put it correctly on the ground.
Also the monsters will be able to climb the stairs so then they also need new animations.
so I'm not going to change to free stairs movement. it'll take a lot of time and headache and time and resources are short, this game has to be done by May.
The only thing I could do is change the animation to take 2 steps at a time so she moves at double the speed of the stairs walk. And basically, there are not so much stairs in other zones so it's just the main area that has lots of stairs : p
Will see what happens in the full game.


I didn't even think of all the new animations that will be required for free stair movement.

The 2 steps at a time while walking the stairs sounds like a good solution tho.

Thanks for the fast reply.

Yea the free stairs walk would be something to consider in a possible Alisa 2 or something XD
And no problem : )

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Mine is broken I cannot play it at all. I cannot access the button configuration when I try to go down It will not allow me and it exits out of settings on the main menu and in the game which means I cannot assign controls on my keyboard or to a controller at all. Also, I cannot raise my weapon at all or run I can only walk and interact with things since my controls are messed up. I have tried the f1 and f2 fix, and deleting and re-downloading the demo, and the issue persists. I seem to be the only one with this issue.

press F1 and F2 at the same time a couple of times or hold it for 2 seconds. Then press alt+f4. then start the game again and try again.
What controller are you using? Playstation 3 and 4 controllers are known to have issues.

Just tried it still does not work, I cannot access any of the settings, move down in menus(Automatically exits me out), do anything but resume the game when paused or perform any actions when playing the game, sadly.  :( I'm using a PS4 controller. 

yea, ps4 controller has issues.
just start the game, when you see the title screen (with new game / settings / quit) your press here f1 + f2, then press alt + f4. and start the game again. normally everything should be back to keyboard controls

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Here is the thing. I have tried that many many times. alt+f4 just exits me out of the game, and I can't even exit the game from the pause menu as I cannot move down the menu even with the keyboard as it kicks me out of the pause menu when I press down (and out of any menu). By this point, the game is broken for me. And no amount of "F" commands or re-downloading will fix it. I think I'll just wait until the official release to play it so, I won't have any issues. I have very high hopes for your game and I know it is going to be good. 

Any plans for functional keyboard controls in the final version? I don't own a controller and tried to play the demo, but a lot of basic things just didn't function, and I couldn't find any settings to fix it. The game looks great, so I'm hoping I'll be able to actually play it when it comes out.

so what kind of button mapping would you like to have?
I'm going to redo the key config settings some day soon so I need to keep people's preferences in mind.
Please give me your desired button mapping and I'll take notes on it : )


I would recommend you to allow users to map the directions with any key they want. I personally like to use wsad, but other people might prefer a different mapping.

yea, I heard another person say this too.
Will surely be possible when I redo the button mapping code. But that will be for the full version and maybe a future update of the demo when I got it all done.


Hey, pretty neat game

Just wanted to give some feedback i guess, the controller settings don't seem to work well, i couldn't move all the pieces in the key puzzle so i had to do it with the keyboard.

Also you seem to run and shoot and action button with both X and Square for some reason (was using dualshock 4).

Other than than i don't know if this is controller related too, but would be nice if she didn't move while you turn when you're standing still.

Anyway loved the demo, left me wanting more!

thanks for the feedback. that is indeed a dualshock 4 bug that I haven't been able to fix yet.
When you bind the direction/axis, it quickly applies something weird. So you have to spam the correct button on the controller until it gives the correct one.
Will probably fix this when the game is nearing it's final version.


this game is so cool!! i absolutely love the puzzles and the old school vibe of it. i cant wait for the full game!! also,, the main girl (alisa?) is very pretty... anyway i love it lol, simply delicious *cheffs kiss*

Thanks! : D I'm glad you liked it!

Xbox pad does not work, keyboard controls are terrible and i never figured out how to get out of the help menu.

are you on windows or a different OS, other OS's might have trouble recognising controllers.
if you are on windows, try the button config menu, if your controller doesn't do anything when you try to bind your keys then it's probably your controller driver that isn't properly installed.
and since you say that the keyboard controls are terrible, that means that you probably just skipped the button settings and went with default keys which are very common keys for 90s pc games.


I'm on Windows 10, the game registers the control to skip the intros but does nothing else after that. I havn't touch the control map and when one out of a hundred game doesn't work i hardly think it's my setups fault ;)

The keyboard controls are terrible in the sense that those controls are terrible by themselves and using a keyboard just makes it worst regardless of the key mapping.

That pseudo-nostalgia for the 1995/2001 era has to stop. Games from that era were terrible. They had good ideas, but terribly badly executed because of the limitations of the hardware. Now he have good hardware, devs should take the good of those games and remove the bad, badly bad such as tank controls and aim, and skip the low polly bullshit. The nostalgia for the SNES era if perfectly understandable, 2d graphics were at their best and indie developers have taken advantage of it by using beautyfull pixel art, and taken what we liked from the gameplay of those games while removing the bad parts such as passwords, lives, etc. There should be no nostalgia for the late 90's, the 3d was prehistoric and there were a lot of gameplay issues. I don't see any reason why we have to suffer through that again.


so, it is your button settings. But if you don't like these games, just don't bother playing it.
Many people love these type of games for many reasons. There are also crappy ps1 style games out there but that's a different topic.
1. AAA games now-a-days are a terrible business, they look good but the content is mostly crap or incomplete which was almost never the case in the 90s and early 2000s. People loved that era just because of that. Games were good and the graphics were evolving.
2. if the game's image is vague, not all too sharp, your imagination fills up what it can not see, this creates a way better experience. Same with pixel-art. Same with a black-white movie where after a while you might start to see colors just because you can imagine the colors (you don't literally see it).
3. This game follows all the limitations as correctly as possible an even runs on the cheapest and oldest shit PC on the market just because of that. Probably one of the only 3D games that will be possible to play on anything in the year 2020-2021 and beyond.

But as I said, don't bother playing these games if you don't like it.


I don't know if you actually grew up at that time because there were was even more crap than today. Making games didn't cost that much so pretty much anystudio could publish one and since there was no Internet, we used to pay a lot of money for shitty games. And there was no diffrence between cheap and AAA games, they had the same price tag.

Now, you don't like most of today's AAA games, that a choice altough a lot of them are pretty good, does that mean that you have to make a game shitty for it to be god? Or isn't it that using PS1 graphics as an identity is just convenient for hiding that you are bad at 3d modeling?


I think you are lacking knowledge. So this is where this conversation ends.
Good luck out there kid.


can you please do something about the voice acting its still just awefull why you team doesnt search a real freelancer voice actor? 

no, because I'm a solo gamedev and this is my vision. there is an option to turn it off it you don't like it.


Two questions:

1) Will there be a new game plus feature where you keep everything you brought from the merchant?  It could be fun for messing around.

2) Will there be a melee weapon?  I feel like having one would help in conserving ammo.

yes and yes.
You can read everything about the full game here : )

Thank you for the swift response that I didn't notice until today(sorry).  Honestly, this game sounds right up the alley of a let's player I know of called Roahmmythril, who got into horror games through the original Resident Evil.

no problem : )
Does he play indie games? I Checked his YT channel, but I see a lot of real retro games.

I finally could test it. Is kinda RE and I liked it! Very fun, will wait for the final release! But the keyboard is a bit problematic, some key compbinations lead you out of the game...

that's probably a Mac issue.. will look further into it and bring an update to the next demo and full version. You can always rebind your buttons in the settings : )


I noticed that the new Mac version wasn't MacOS Catalina compatible. What's the full Mac compatibility specs? 

Also, thank you for bringing this back to Macs :)


I did some research. Is Catalina the last MacOS version? I read about a lot of trouble running Unity games on Catalina but the rest rest of the MacOS versions seem to have no trouble. I guess it's just Apple changing their system too much after every update.
The only thing I can do is making a different version of Alisa in a higher Unity version which might get a fix for Catalina. Because the Unity version I'm using will not get that fix.

Building for Mac is such a disaster -_-


I just tested here and won't run in Catalina. They have perform a huge step from Mojave to Catalina... and fall with the face on the floor! They have dropped all 32 bits apps and etc, it's full 64 bits now. I am with Catalina since the beginning (usually I don't upgrade so soon) and each upgrade fix some issues and bring new flaws, you know, like Windows. However, as I can see troughs my researches and tests, soon not even Linux will support 32 bits and other old technologies, it's a matter of time, so I strongly advice you to take a deep breath and upgrade your Unity or whatever you need to support Catalina (it's not about macOS only). Unless some foundation decided to handle 32 bit support and old techs at OS level, we got no choice, is beyond our capabilities.

Thought building for Mac is hard? Don't try to iOS...


yea I read. I also read a topic on the unity forum that some builds doesn't work on cataline even with the newest unity version. this conversation was from 1 year ago so I guess it'll be fixed now and will be making an update for Alisa Mac version soon. probably this weekend or so : )

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Thank you so much for putting in the work to make it playable for Mac users. Though I am a heavy Windows user, recently I've been transitioning into also using Mac for work and just having that extra option to play on another platform really makes me happy.

So cheers and thank you. Also, if you can't bring it over to Catalina, I don't mind playing it on Mojave. Not a huge deal, I just wanted to know what the compatibility specs were.

no problem : )
And yea, going to update the game for Catalina soon. So it might work on everything. I saw that games like "A Short Hike" made 2 versions for Mac. Just Mac and Mac Catalina. So yea, that's how weird the Catalina update is I guess XD


This Demo was amazing. I played it and made a video of it on YouTube and thoughtout I am constantly expressing how cool this game is. I will be funding the Kickstarter soon that's for sure. 10/10 bloody brilliant!


Thanks! : D


This is so amazing. I can't wait for the full game. Keep on the spirit!


Just played the demo. It was amazing! Can't wait to get the full game when its out <3

Super late, but here it is.


Played the demo and love it! I can tell there's going to be a lot of fun and experimentation with the gameplay, especially love the idea of dresses changing stats and whatnot. Very fun story set up as well. Backed on Kickstarter and can't wait to see where this goes! :D

thank you! : D


Played through the demo, I really liked it! It's a good balance between creepy and silly : ) I'm super curious, is there a way to find the eye key in the demo? Nice work on the game!


Thanks! And no the eye key and the tree key are both for the full game : )
Some people think that the eye key door next to the safe room connects with the eye key door at the long staircase. to make a shortcut. But if you check the map, you'll see that the are very far from each other. So you can expect a huge sector inbetween : )


Ah bummer, I'm always itching to get through locked doors in games like this haha. I'll be sure to back the kickstarter so I can play the Arrival demo when it comes out! Thanks for the response!


no problem! : ) and yea. it's a bit like the resident evil 7 demo where you just really want to know what's behind the doors and what those random key items do. : p

The game is really cool. I think maybe the voice acting needs work. Anyway, great aesthetics and cool game! 

we will rerecord some voices. But will keep the actors.

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I have a question if I add 5 e with my 10 e donation on itchio can I received a gift ? 

i'm sorry but I have to say no to that. Because you donated on a demo. If you want to have a gift, You should donate on the Kickstarter or wait until you can pre-order the game.

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This demo is incredible. The movement feels very similar to RE3, very fast and smooth. The VA (voice acting) also reminded me of RE1, and I sincerely hope that it's intentionally like that, because the hammy VA is part of the charm. The end puzzle was a toughie, I had to brute force over 128 combinations before I solved it, which brings me to the two negative points:

* There is no "file" system, i.e. you can't take notes and memos with you. I could've probably saved a lot of guessing if I had the notes I'd previously read on-hand

* Enemy AI is weak and easily evaded. The only time I ever got hurt was when I decided to engage them in combat

I'm sure both of these will be ironed out in the final release, but player/tester feedback is always valuable, so I think it's worth mentioning. Looking forward to the full release. This is definitely going on my "games to watch out for" list!

Oh yea, the file menu was something that didn't make it into the demo because of lack of time but it was supposed to be where the "help" button is.
Enemy Ai will be improved for the standard dolls. The rest will kind of stay the same. Since many people struggle with the enemies.
Many good players (like you probably) feel it's toooo easy. And other people say it's too hard! So it's very difficult to find the correct balance between these 2 groups. But it sure will get polished by the full release and probably already by the next kickstarter exclusive demo.

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I like the way RE balances difficulty. Enemies are always difficult to put down/evade, but the difficulty setting tweaks some basic variables, like enemy damage output, and how many items/enemies appear in each room. So on very easy, you can take a lot of abuse (something like 6-8 grabs), there's fewer enemies per room, and healing items/ammo are abundant, while on hard, you can die in 2-3 grabs, healing items and ammo are few and far between (yet still abundant enough for a surplus by the end if you play your cards right), and there are a lot more enemies roaming around. You might also notice level design-wise that the game has lots of narrow corridors to force you to get close to zombies. Or one of my favorite examples in the RE1 remake: making you walk right next to the giant shark that just lunged at you, to pick up a key. A similar mechanic in your game would work wonders--something that forces the player to get uncomfortable to make progress. Imagine, for example, having to jam a hydraulic press with a rickety piece of junk (let's say it's a steam punk style machine and you're jamming the object into the gear assembly) to crawl through it, all the while you can hear the gears chewing away at it. And then having to crawl back through it only for the gears to win the battle just as you cover the last inch. Maybe even make a cutscene out of it. The protagonist jams it in a couple times, the gears spit it out, and when it finally sticks, she says something like "I don't know about this...". That would be nerve wracking and memorable!

Just spitballing ideas ;)

I hope the dev cycle goes well for you, man.

so I might be making a kind of grab attack for enemies. A little bit based on how Sekiro does it but without the symbol telling you it's going to come. just a charge kind of attack. also I'm going to reduce the knockback/cancelation of the attacks. so they will become a lot stronger.
and I kinda like that idea of that gear/cog machine thing! I might be able to put that in somewhere : ) not sure yet but it could be possible.
Thanks for the ideas and feedback! : ) 

Hi.  Thanks for the Demo Release.  The game's pretty cool and I'm looking forward to the final release if it gets on Steam.  I have run into some minor bugs tho.

1. I tried to skip the second cutscene at the very start of the game very quickly and it gave me a black screen with just the background noise.

2. When I finally complete the Hand Key puzzle, sometimes if I skip through the text too fast I'm stuck on the Puzzle screen with no way to back out.

- Otherwise, thanks for bringing back the nostalgia!

Oh your the first one to report a bug with the skipping cutscenes. That's good to know. I knew there might be some bugs since it was quite a new feature.
The hand key puzzle bug is actually pretty rare. and I tried all kinds of things to make it more stable. But yea it's a really stubborn bug. I might have to reprogram that puzzle part.

I had to put this out here- The game becomes COMPLETELY unplayable should  you map the keyboard controls wrong by mistake. While I was mapping the controls for myself the first time, I managed to make the down button the exit button. So now I cannot change the settings no matter how hard I try. I deleted the game, even deleted all files on my device in correlation to it. Yet it did not reset the controls. So yeah. The game is unplayable on my device now.

I know there are still some bugs in this game but you can press F1+F2 in the title screen. (press it a couple of times to make sure) and then just close the game (alt+f4 if you want to go quick) start it up again, and it should be all reset. sorry for the inconvenience! I hope this helps


Do you plan on putting this on Steam? I don't have a credit card but I have some money in my steam wallet and that's the only way I can support your work, sorry.


yes, the steam page is pending. Still waiting for an answer from Steam.


Considering half of the absolute garbage that *does* get on there, it would be an actual war crime for them to say no to you.


I only saw an option for Paypal which I not have. Whether I can figure out why it is rejecting my email before you have a chance to add the credit card option or not, I will most surely be supporting this very cool concept. I have extremely low vision and I had a blast just as I did with inspirations which really speaks to quality game design that there is absolutely something here for the challenge and enjoyment of all. :-)

Thank you!

I'm glad you liked it! : ) you can support the Kickstarter if you like. It'll be up this friday!

Cuales son los controles del juego??...Porcierto esta genial a primera vista uwu

Default keyboard buttons are:
Arrow buttons: move
Escape: pause menu
Enter: Inventory/equipment menu
Space: Aim/ready weapon/combat mode
Left Ctrl: Action, (shoot when holding Space)
Backspace: back/return
Tab: Swap weapon
Shift: sprint/run fast, (reload when holding space)

I hope this helps. You can still change your buttons in the configuration menu : )




Very interesting game. Hope it makes a release. Worked great + controller support. Thanks for Linux build :)

I'm glad it all worked fine and that you liked it : )
Fullscreen on Linux gives a stretched image, right?

I didn't notice any issues while playing. This is how it looks - 1920x1080

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Yea, Linux doesn't seem to be able to handle 4:3 in fullscreen very well. Will try to fix this when the full version is out.

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+ Good animations 

+ Doll house idea

+ Graphism

+ Smooth, Bugfree

- Sound effects too low (footstep in particular)

- No automatic reload 

- Stick OR pad (I use both... I know i'm weird) 

- Music has a RE1 feeling but I think the VST used feel really too old. Maybe I should try to compose something for you !

- Alisa voice of course... I bet this will be a Kickstarter goal to hire some Fiverr voice actor

- Couldn't find a clue for the last enigm or is this me ? I knew it would be a word that works in every langage, but other than that...

- EDIT : no clue on the map for the locked door like the EYE or the LEFT HAND. This was added in Resident Evil 1 Remake for example.

- Animations will be polished in the final product.
- Some sounds will be renewed but the footsteps are fine to me.
- Automatic reload is a good idea.
- final game might get a wider button customization
- the VST is standard midi, same as what RE1 1996 used. And I have a composer.
- Alisa's voice will be rerecorded. Voice actress will probably stay the same. The community doesn't want the voice to change so yea. If you don't like it, you can turn it off.
- The clue for the letterblock puzzle is very clear in the note on the top floor where you find one of the blocks. It's says it 2 times even in capital letters. and the same in every language.
- I could use different colours for the doors that you can open, but I don't want to hold the player's hand too much.

Good ! Few thing I forgot I was thinking also when playing :

- Some places (stairs in particulars) looks too much like other, maybe fill the room with a memorable element that help differentiate it.

- The doll you pay with wheel could be a boss in the end. More you give him wheels, more he is powerful (a bit like Renon in Castlevania 64)

- More jump-scare/memorable moment. Like when alisa looks into the mirror the reflection could suddently not move like her, and turn into a dark doppleganger (Prince Of Persia 1989 ref here hehe). Then every other mirror in the game would be freaky !

The handpuppet/shop guy's role is already planned out : ) but your idea comes pretty close to it.
And I'm unsensitive to jumpscares. So I often feel cringe about these things. I will see what comes out of the final product.
Note that this is my first real game : P don't put the expectations too high.
I rather improve in later projects than being endlessly stuck on the same thing,

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This demo looks very promising. Hope that this eventually becomes a full game, looks like it could be a fun little throwback to the old-school survival horror games. Personally, I didn't mind the voice acting, Pol was hilarious.

My only issue is that the enemies can stunlock you. I died when the monster in the kitchen knocked me down and kept punching me after I was on the ground.

Otherwise, this is a great demo, good luck with the further development of this game. :)

thanks! I will soon be launching a Kickstarter for this project. So it sure will become a full game : )

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I like this style. A nice change from American McGee's / Dark Horse's 'all-nuts' approach. Will totally give it a spin.

Really fun little game!

I did enjoy it, really felt like I was playing a PS1 emulated horror game.

It was a bit of a mix of Resident Evil (location, scenes, graphics, combat...) and Mad Father (story wise). I'm curious to more and see how the story continues!

I have only three points of criticism. What I missed was a quick turn option (unless I missed it!) like in RE games. It made it a bit annoying to deal with certain enemies. Speaking of enemies, the combat felt fair, but I missed a knife or other meelee weapon. Seeing as ammo is so limited or hard to hit (especially the crawling ones), I could not defend myself if I ran out of ammo.

The third issue I had, was there not being a way to save your progress. I nearly finished the demo, got killed by the cook, and had to do it all over again.. maybe some way to save or certain checkpoints would be useful.

Again, maybe I missed certain things, am I playing an older version.. so no real criticism, just some ideas :)

I also made a playthrough video of my experience, hope you enjoy!

That being said, definitely will be following this project and see where it goes!

Good luck!

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I'm glad you liked it : ) there is a quickturn normally. it depends on what version you played ofcourse. the very first versions didn't have it.
Quickturn is by walking backwards and pushing the sprint button. (shift by default on keyboard or Square on the old ps1 controller)
the last update had a function to skip cutscenes so saving isn't really necessary in this small demo. it only takes about 5min to finish it if you know where to go : P
15min if you want to explore a bit. but yea, it all depends ofcourse : ) and there will be melee weapons in the full version. didn't make it into this first demo.

Oh yea and I'm quite familiar with the Souls games : p so that might explain the difficulty.


For the weapon models you should consider other weapons. I'm a scenographer and i can see a different style for those, mainly for that dollhouse/1920s style you are going for. I think you need something strange.

Like this.

it's just an example of what you could add. 

I like this game and i'll give it a go to the Kickstarter when it's ready.

I'm glad you liked the demo. : )
But these weapon might not work very well in this game for a couple of reasons.
- Lore, the weapons weren't made in the dollhouse but they came from outside. The outside world isn't victorian gothic.
- The textures on the guns are roughly 32x32 or 32x64. These small details would become an ugly noise.
But I have to say that there is a weapon (that is not in the demo) that is kind off this style and made inside the dollhouse. But can't spoil too much : )


Oh ok, now i understand. Of course you can't do that kind of decoration on a texture from 90's like games. I remember the first alone in the dark, the revolver is just two poligons.

 Thanks for the reply. 


First of all: man, what a beautiful job we have here! Seriously, great demo! It will be a great game, with a nostalgic aura! Very good!

Second: I'm a Linux guy, but actually I have a PC in dual boot with Windows. I tested the game in both OSs, and I noticed some diffrences in the run. I'm just giving you a feedback.

  • In the Windows version, the game runs in a 4:3 aspect ratio (and I think it's intentional, for nostalgic reasons). The Linux version runs in 4:3 stretched. I don't know if it's a bug or it's a Linux configuration thing.
  • The Linux version won't detected my controller. I've tried a generic one, and a 8BitDo Zero also. None of them worked.

Congratulations for the game! Nice work!

Yea, I don't have a linux pc so I was already happy that the game ran on other people's linux PCs.
And I noticed that some people played on linux and had a stretched screen. I guess that's just how linux treats 4:3 in Unity. The only simple solution is windowed mode. Not sure how Wine does it though, because the demo runs pretty well with Wine on Mac. I had a native mac build before but it didn't want to show the textures but it worked fine using Wine and running the Windows build.
The controller detection is also an issue that some people had, and for other people it just worked. So it really depends on the system I guess. Linux and Mac is still a bit odd : P
But I'm glad you could play it and enjoy it : )


I remember the time that widescreen was a novelty, and even Windows games had problems dealing with it. But was just a matter of upgrading the video drivers to resolve the problem.

I don't know if there is a solution for Linux and Mac in this case. I've tested your game in my PC, which have the Nvidia proprietary drivers installed, and in my notebook, which only have the open source drivers. In both it runs the same way: stretched picture and no controller. That's a shame.

Anyways, thanks for the attention, for the answer and for this awesome demo! I will be waiting for the full release! :D

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