Version 1.3.0 has been released.
This update was a big change.
v1.3.0 includes 5 updates.
Playable on Linux. (I tested on Ubuntu 17.04 LTS)
Simplified control.
- Without pressing simultaneously.
- Move by using an analog stick.
Button pictures show nearby player. You can notice which buttons you should press easily.
Modified image of fixed light. You can notice whether it has a switch and it is rotatable visually.
Improved controls on menu screens. A cursor move by HOLDING arrow keys (or buttons).
Select 'Tutorial' on the title screen to accustom to new controls.
Demo is released
Demo version is released today.
Feel free to be attacked by IT for free.
Update v1.2.11 - v1.2.14
- In easy mode and normal mode, you can unlock a door with one button. In hard mode, you have to select the correct key to unlock a door.
- When an action of opening doors silently completed, the system plays a sound as a notification.
- No waiting time for holding objects.
- Load reduction for popup messages.
- Bug fix - Enemy AI.
- Render check points to notify players of where to go.
Working for Improvement in Controls
I'm working for improvement in controls now.
Especially, a control of locking doors is so complicated, it raises difficulty.
I'm accustomed to this control, so I couldn't notice this problem. I apologize for confusing players.
I will simplify this control to let players concentrate on playing the game.
I will finish this work in this week.
Update v1.2.0 - v1.2.10
I'm improving the game for players to play with comfort and enjoy.
v1.2.0 (17/04/05)
- Make sound sensor visible always.
- Enemies approach quickly only in Hard mode.
- Previous Normal mode is Hard mode now.
v1.2.1 (04/05/17)
- Go to pause screen with Esc key
v1.2.2 (04/06/17)
- Render breaking rate of breakable block.
v1.2.3 (04/07/17)
- Ranking for all difficulties.
v1.2.4 (04/07/17)
- Damaging effects for enemy ‘Blocker’
v1.2.5 (04/07/17)
- Damaging effects for specific enemies.
v1.2.6 (04/07/17)
- Rendering marks when enemies hear sounds.
v1.2.7 (04/08/17)
- In the first part of the game, enemies don’t fake out.
v1.2.8 (04/08/17)
- Make items shine in the darkness for players to find it easily.
v1.2.9 (04/09/17)
- Make battery capacity larger in the first part of the game.
- Render battery charge remaining.
v1.2.10 (04/10/17)
- Player can reset key and joypad bindings.
- Modify display of holding door's keyholes.
- Modify healing information.
Update v1.2.0 [Difficulty Adjustment]
Update v1.2.0 is released!
I adjusted difficulty.
I made easier ‘Normal’ mode. Attack of enemies turned soft, and sound sensor is shown always.
Concretely, on previous ‘Normal’ mode, enemies approach quickly toward a player while the player is taking actions: running, recharging his flashlight, and dragging a block. It seemed that an enemy teleported for a player who don't know this system. On current ‘Normal’ mode, this system is abolished and moved to ‘Hard’ mode. Run away from enemies to your heart’s content even if you are in front of them, on ‘Normal’ mode.
About sound sensor. Sound sensor is lines surrounding player. I made it shown always. Previously, sound sensor is shown only when the player stops. It was raising difficulty.
This table shows the difference between v1.2.0 and previous version.
Update v1.1.0 [Improved Controls]
Update v1.1.0 has been released.
I made it possible to bind actions to triggers, so operation was simplified.
You can set up in 'Joypad config' on title screen.
Operations of opening and locking doors were changed.
Please retry mission 1-1 once to get used to new operation.
In addtion, I prepared a level for practicing operation.
Select "User's levels" on title screen, and select "PracticeRoom".
"PracticeRoom"
Update List
- Triggers are available.
- Operation is revised.
- Get items by just touching them.
- Improved menu screens (Fixed select and cancel buttons and keys).
- Level 'PracticeRoom' for operation practice. (Title menu -> User's levels -> PracticeRoom)
Updating for 2 problems
Hello there.
Now I'm solving 2 problems.
1. Enable player to rebind sub action (e.g. opening the door) to triggers
2. Let player know whether each type of enemies are harmful or not with graphics for preventing confusion.
I'm sorry for making you have a frustration while playing.
These will take a few days.
I will update the game when first problem is fixed once.