No one lives under the lighthouse

No one lives under the lighthouse

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tiebanoemudilo  [developer] Apr 21, 2020 @ 8:50am
Ideas and suggestions
We know this game is not perfect. It's our first finished game, our first release, so our experience implies we just can't make it perfect.

We can't promise we'll improve it endlessly, but we understand that designing the game we could make some mistakes that may be infuriating.

Post your thoughts here. I'll try my best to read all of it, discuss it and share it with my teammates.
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Showing 1-15 of 31 comments
add that txt from the description to the game files

thats all i got

good damn game
Sybiri Apr 22, 2020 @ 3:12pm 
I would like to start off by saying that I absolutely love this game and I really hope to see more low-poly games in future! The atmosphere and tone of the game is really, really good and I absolutely adored the sections where you got to play as... Well, you can guess.

On the first day, it's possible to see one of the Man-Centipede creatures circling the toolshed and I found this to be a really clever little decision because it helped add to the general unease and dread that the island holds. You can barely make it out and first time players will have no idea what it is until they open up one of the story paths. However, this seems to be the only time that you can notice something that you're (sort of) not supposed to see. I think it might help if a few more things like this were added on to the island at certain points of the day!

Perhaps things like this do exist and I just haven't came across them yet so, apologies if I am wrong. I think it'd be interesting to see more hints regarding the future threat the player will face, things that appear on the horizon and then scuttle off out of sight.

The bottom of the island, where the three trees are, seems really under used. I kept expecting to find something there, like the signs of a ritual or something sinister, but I think it's only used once in the entire game as a spot where you find your belongings on the third day. Perhaps something could be done to make it worth the time to visit?

I also found a hidden Easter Egg (I won't spoil its location for anyone) but, I was a little disappointed to find that the item (or bundle of items) don't actually do anything. I don't even think it's tied to an achievement.

A Chapter Selection option is something I would certainly like but, I also understand that it goes against the idea of multiple playthroughs, so I only suggest it half-heartedly. It would make pursuing the other endings a little easier since some of them have only a few minor differences in choice.

EDIT: Oh, it would be kinda cool too if you could see the monster through the grating on the bottom of the lamp room atop the lighthouse on the fourth day, when he's waiting for you to come down.
Last edited by Sybiri; Apr 22, 2020 @ 3:23pm
Wrought Apr 22, 2020 @ 5:02pm 
I just finished my first playthrough (i plan on trying to play it through multiple times to get the other endings), and thoroughly enjoyed it, so understand that these criticisms come from a place of love and deep, deep respect.

My biggest criticisms come from the sections where you run from the monster, with the viewpoint being from the monster's perspective. It was interesting, and a fun idea, but unfortunately the controls don't really work with what these gameplay sections demand from you, and I failed quite a few times on the first instance this came into play.

Unfortunately the slow "tank-controls" style turning does not pair well with the need to turn quickly to flee from the monster. I think these sections would be improved with a bit more lenience, having the monster move slower, maybe lumbering towards the player rather than rushing at them. The monster's speed is initially startling, giving the player a good shock, but what starts out as a feeling of horror can quickly turn into frustration when the player immediately respawns after every failure, having to immediately re-attempt the section that just killed them. The second instance is more egregious than the first, considering the player starts facing the monster and the monster is far enough away that it's impossible to see the player model until the player character is in danger. I died quite a few times just trying to get the lighthouse keeper to turn himself around, but once I got the hang of it, I appreciated the straight route to the shack.

The controls are something that I think hurts certain portions of the game, even though I really enjoyed them in general. The mouse speed is really slow, and the way the character carries momentum, keeping them from stopping on a dime creates a feeling that the player doesn't really have control over their own body (which I think is a really smart way of incorporating aspects of the story into the design of the actual gameplay). Unfortunately, these controls aren't really built for the maze section towards the end, in the basement of the lighthouse. Being chased through a maze by a monster is scary, but when you die because you can't adjust your viewpoint quick enough to see where you're going, it becomes, again, frustrating. Additionally, the end section of the maze before you fall in the hole seems almost cruel. Everything looks the same, the monster appears very quickly so that it's impossible to get your bearings before you have to run and try and find the way out, and by the end of both the human run through the maze and the run as the monster, I felt like I found the exit by pure happenstance, not any exploratory effort of my own.

You can take this next critique with a grain of salt, but I really disliked the rain effect (and so did my old, crappy PC). One of the upsides of these "old" looking, low poly games is the fact that users with older PCs can play them and have the same experience as someone with a custom built gaming rig, so when the heavy rain effect started, I was dreading the section of gameplay until the rain cleared. My framerate dipped a little throughout, but dove off a cliff when I looked around on the balcony at the lighthouse to see if there were any medals up there.

I deeply enjoyed my time with this game, and I'm looking forward to putting more in it. I'm very excited to see what you can put out next. If this is your first release on steam, I'm very enthusiastic to see what you produce next. Good luck on what I hope is a very successful release, and well done in the production of the kind of game you unfortunately don't see often enough on steam.
Ни один ужастик со времен "Амнезии" не пугал меня так сильно как этот. Увы очень много раздражающих моментов:
1) Лабиринт в подвале (выход нашел по случайности следуя за монстром ибо после кучи смертей перестаёшь его бояться); Собственно при игре за монстра тоже пришлось плутать. Можно его упростить или добавить подсказок?
2) Лабиринт в гигантской пещере где ходишь по мостам и поджигаешь брёвна и ищешь монеты - тоже раздраэжал, ему нехватает подсказок.
3) Управления нельзя настроить ? А если человек - левша, и WASD ему не удобен? Да и чуствительность мыши слабовата. Добавьте возможность настроить управление.
4) Сюжет и вариативность в нём - если не добавить каких-либо подсказок, то игрок вообще не поймет что в игре вообще есть несколько концовок (я вот например буквально после обновления понял что их здесь несколько). Сам сюжет не до конца ясен, можно чуточку больше текстовых пояснений каких-нибудь? Откуда у второго смотрителя в домике сундук, который вроде с острова вывезли? Может даже лучше просто предоставить прохождение?
5) В игре не помешало бы какой-нибудь анимации открывания-закрывания, по крайней мере хотя бы когда монстр загоняет игрока в подсобку, он не просто халтурно проходит сквозь стену, а для приличия расшатывает её, а затем ме-е-е-дленно открывает - как по мне это было пореалистичнее и страшнее, чем пройти сквозь стену.
6) Момент когда ближе к концу мы должны на лодки грести к кораблю, а потом к острову. Это раздражает и убивает напряжение. Либо сократите, либо ускорьте анимации.
В остальном же игра получилась очень хорошей. Желаю удачи.
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1) the Maze in the basement is too complicated. Make it a little more corridor, or give hints.
2) the Labyrinth in the temple is also confusing. Simplify it, make it more linear, or give hints.
3) Let the player adjust the controls as he wants.
4) The plot is a little unclear towards the end. Can you add any explanations?
5) It wouldn't hurt to add animation for opening and closing doors.
6) Shorten the time when you need to row a boat.
7) The other part of the island that is not used without a lighthouse. Can you use it somehow ?
Well good luck. Pretty good job so far.
tiebanoemudilo  [developer] Apr 23, 2020 @ 10:13am 
Originally posted by Snake Charmer:
On the first day, it's possible to see one of the Man-Centipede creatures circling the toolshed and I found this to be a really clever little decision because it helped add to the general unease and dread that the island holds. You can barely make it out and first time players will have no idea what it is until they open up one of the story paths. However, this seems to be the only time that you can notice something that you're (sort of) not supposed to see. I think it might help if a few more things like this were added on to the island at certain points of the day!

Perhaps things like this do exist and I just haven't came across them yet so, apologies if I am wrong. I think it'd be interesting to see more hints regarding the future threat the player will face, things that appear on the horizon and then scuttle off out of sight.

Yes, you're right about that, a few additional moments like that probably should be added. We were in a big rush to complete the game to the deadline (that's kinda silly, as we were the one who set that deadline, but anyway). I'm sure we are going to add at least one moment like that I have in my head.

Originally posted by Snake Charmer:
The bottom of the island, where the three trees are, seems really under used. I kept expecting to find something there, like the signs of a ritual or something sinister, but I think it's only used once in the entire game as a spot where you find your belongings on the third day. Perhaps something could be done to make it worth the time to visit?

Yes! When I've originally made that part on the island I had a bit more about it in the head, but it was cut off after some time of development. Tbh I don't think we'll get back to it. It will take too much time and I'm feeling a bit exhausted right now.

This place is like ASKING for a ritual to be there, right? As that was a part of original intention and designed to be there. On the Day 5 the road to this island wasn't supposed to be flooded. Voices you hear on that day are also related.

Originally posted by Snake Charmer:
I also found a hidden Easter Egg (I won't spoil its location for anyone) but, I was a little disappointed to find that the item (or bundle of items) don't actually do anything. I don't even think it's tied to an achievement.

Someone mentioned that in another thread (or it was also you I guess?), yes, probably we should've added an achievement there, but:

a) We didn't want people to go all over there for the achievement tbh. I know we could just put a wall over there for no one to go all that way but it felt like breaking an immersion (haha like that easter egg didn't broke it)
b) We had an idea to use only Tarot cards for achievements and try to tell a bit more about the story using them. When we've added this easter egg all the achievements were already written.

Originally posted by Snake Charmer:
A Chapter Selection option is something I would certainly like but, I also understand that it goes against the idea of multiple playthroughs, so I only suggest it half-heartedly. It would make pursuing the other endings a little easier since some of them have only a few minor differences in choice.

I know going all the way to see the other bad ending should be boring, but yes, the chapter selection would ruin the "cycle goes on and on" idea, your guess is correct.

Originally posted by Snake Charmer:
EDIT: Oh, it would be kinda cool too if you could see the monster through the grating on the bottom of the lamp room atop the lighthouse on the fourth day, when he's waiting for you to come down.

This should be added definitely yes!

A big THANK YOU for writing all of that! It warms my heart knowing people actually care about the game.
tiebanoemudilo  [developer] Apr 23, 2020 @ 2:03pm 
Originally posted by Wrought:
My biggest criticisms come from the sections where you run from the monster, with the viewpoint being from the monster's perspective. It was interesting, and a fun idea, but unfortunately the controls don't really work with what these gameplay sections demand from you, and I failed quite a few times on the first instance this came into play.

Unfortunately the slow "tank-controls" style turning does not pair well with the need to turn quickly to flee from the monster. I think these sections would be improved with a bit more lenience, having the monster move slower, maybe lumbering towards the player rather than rushing at them. The monster's speed is initially startling, giving the player a good shock, but what starts out as a feeling of horror can quickly turn into frustration when the player immediately respawns after every failure, having to immediately re-attempt the section that just killed them. The second instance is more egregious than the first, considering the player starts facing the monster and the monster is far enough away that it's impossible to see the player model until the player character is in danger. I died quite a few times just trying to get the lighthouse keeper to turn himself around, but once I got the hang of it, I appreciated the straight route to the shack.

Yes, we got some suggestions about chases and will improve them a bit. Especially the turning moment of the second chase. It was meant to be hard, but not too hard and I see almost everyone having trouble with that.

Originally posted by Wrought:
The controls are something that I think hurts certain portions of the game, even though I really enjoyed them in general. The mouse speed is really slow, and the way the character carries momentum, keeping them from stopping on a dime creates a feeling that the player doesn't really have control over their own body (which I think is a really smart way of incorporating aspects of the story into the design of the actual gameplay). Unfortunately, these controls aren't really built for the maze section towards the end, in the basement of the lighthouse. Being chased through a maze by a monster is scary, but when you die because you can't adjust your viewpoint quick enough to see where you're going, it becomes, again, frustrating.

That's a good point. We already added in our nearest plans an option to switch from "original" to "customizable" camera (mouse?) sensitivity control. It was originally added to add some "mood" to it but yes, sometimes it frustrates people.

Originally posted by Wrought:
Additionally, the end section of the maze before you fall in the hole seems almost cruel. Everything looks the same, the monster appears very quickly so that it's impossible to get your bearings before you have to run and try and find the way out, and by the end of both the human run through the maze and the run as the monster, I felt like I found the exit by pure happenstance, not any exploratory effort of my own.

I guess you're right. The whole maze level was done in a hurry. I can't promise right now but maybe it will get to rework. Right now I'm more into remaking the Temple level a bit.

Originally posted by Wrought:
You can take this next critique with a grain of salt, but I really disliked the rain effect (and so did my old, crappy PC). One of the upsides of these "old" looking, low poly games is the fact that users with older PCs can play them and have the same experience as someone with a custom built gaming rig, so when the heavy rain effect started, I was dreading the section of gameplay until the rain cleared. My framerate dipped a little throughout, but dove off a cliff when I looked around on the balcony at the lighthouse to see if there were any medals up there.

Huh. Maybe we could add Rain intensity setting I don't know? We haven't tested the game on old PCs much, so I didn't think about it on the release. And I assume there are many more players like you. I've bought myself a new PC just last year so I know that feeling.

Originally posted by Wrought:
I deeply enjoyed my time with this game, and I'm looking forward to putting more in it. I'm very excited to see what you can put out next. If this is your first release on steam, I'm very enthusiastic to see what you produce next. Good luck on what I hope is a very successful release, and well done in the production of the kind of game you unfortunately don't see often enough on steam.

Thank you! This whole game and its development felt like a really valuable lesson for me personally. All the reviews and suggestions help me to understand our mistakes better and I really hope we can do much improvement with our next title when the time comes to it.

And thank you for writing that much! I appreciate that!
Last edited by tiebanoemudilo; Apr 23, 2020 @ 2:04pm
tiebanoemudilo  [developer] Apr 23, 2020 @ 2:11pm 
Originally posted by Один в темноте:
Ни один ужастик со времен "Амнезии" не пугал меня так сильно как этот. Увы очень много раздражающих моментов:
1) Лабиринт в подвале (выход нашел по случайности следуя за монстром ибо после кучи смертей перестаёшь его бояться); Собственно при игре за монстра тоже пришлось плутать. Можно его упростить или добавить подсказок?
2) Лабиринт в гигантской пещере где ходишь по мостам и поджигаешь брёвна и ищешь монеты - тоже раздраэжал, ему нехватает подсказок.
3) Управления нельзя настроить ? А если человек - левша, и WASD ему не удобен? Да и чуствительность мыши слабовата. Добавьте возможность настроить управление.
4) Сюжет и вариативность в нём - если не добавить каких-либо подсказок, то игрок вообще не поймет что в игре вообще есть несколько концовок (я вот например буквально после обновления понял что их здесь несколько). Сам сюжет не до конца ясен, можно чуточку больше текстовых пояснений каких-нибудь? Откуда у второго смотрителя в домике сундук, который вроде с острова вывезли? Может даже лучше просто предоставить прохождение?
5) В игре не помешало бы какой-нибудь анимации открывания-закрывания, по крайней мере хотя бы когда монстр загоняет игрока в подсобку, он не просто халтурно проходит сквозь стену, а для приличия расшатывает её, а затем ме-е-е-дленно открывает - как по мне это было пореалистичнее и страшнее, чем пройти сквозь стену.
6) Момент когда ближе к концу мы должны на лодки грести к кораблю, а потом к острову. Это раздражает и убивает напряжение. Либо сократите, либо ускорьте анимации.
В остальном же игра получилась очень хорошей. Желаю удачи.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
1) the Maze in the basement is too complicated. Make it a little more corridor, or give hints.
2) the Labyrinth in the temple is also confusing. Simplify it, make it more linear, or give hints.
3) Let the player adjust the controls as he wants.
4) The plot is a little unclear towards the end. Can you add any explanations?
5) It wouldn't hurt to add animation for opening and closing doors.
6) Shorten the time when you need to row a boat.
7) The other part of the island that is not used without a lighthouse. Can you use it somehow ?
Well good luck. Pretty good job so far.

Очень сложно оценивать "страшность" своей игры после нескольких месяцев, поэтому приятно знать, что оно работает (хоть и субъектиивно) :) И сравнение с Амнезией - это лестно, конечно, спасибо!

1. Есть мысли на счет переделывания лабиринта, но, честное слово, не уверен, что дотянутся руки.
2. В пещере уровень будем доделывать в ближайшее время 100%. Я лично хочу дать ему меньше блужданий и немного больше паззла, как и изначально хотел (но не успел). Два рычага - несчастная тень того, что должно было быть сделано)
3. Точно будем добавлять возможность переиначить чувствительность камеры/мыши, но на счет переназначения клавиш в ближайшее время не уверен. Хотя, наверное, это проще, чем я думаю :tragedian: Не знаю, просто не буду пока обещать
4. Точно могу сказать, что мы не планируем добавлять больше текста. Для нашей небольшой команды изначально был наибольший интерес сделать именно игру без текста, которая понятна для прохождения (да, сейчас есть места, где люди не сразу понимают, но в целом этот подход, все же, работает). Если хватит сил - постараемся чуть лучше раскрыть сюжет в сценах в игре.
5. Анимации планируем добавлять.
6. Да, немного ускорить сцену с лодкой (и некоторые другие) в планах на ближайшее будущее.

Спасибо за отзыв! Мы старались и я рад, что игра кому-то нравится, даже не смотря на ее проблемные места.
Last edited by tiebanoemudilo; Apr 23, 2020 @ 2:11pm
Phu Mo ᗜˬᗜ Apr 24, 2020 @ 12:02am 
Прошёл игру на все ачивки. Без гайда не смог бы получить 2 (или 3, если считать ачивку за все ачвики).
Собственно не получил бы Justice, потому что она в первый раз не сработала, возможно, из-за получения "The Fool" и не обращал внимания на крест. И отсюда вытекает пожелание: не стоило делать подробный гайд по всем достижениям. Стоило бы побольше "поиграть" с игроками. Дать не очевидные подсказки на то или иное достижение, возможно, было бы интереснее :D

Думаю, так же стоило добавить побольше "пугалок". К примеру, в случайные момент, когда возвращаешься в дом, добавить стук в дверь через некоторое время. Возможно, это бы дало больше напряжения и ощущения, что смотритель теряет рассудок от одиночества.

Ещё немного разочаровало два момента: в храме я умудрился упасть на нижний уровень и там было пусто, да, понимаю, что не планировалось так, чтобы игрок смог увидеть это место, но если бы там была какая-нибудь пасхалка, то я бы просто ликовал.
Упасть вниз получилось так: сначала я поднялся с нижнего уровня на платформе с рычагом, опустил мост, который вёл к сундуку, а потом от сундука решил пойти назад и свалился.
Второй момент: во время моих скитаний за ачивками без гайда я решил открыть сундук и не брать двустволку, чтобы взять её, когда возвращаешься в дом будучи превращённым в "личинку"(?). Открыть сундук и взять двустволку получилось, даже выстрелить удалось, но ничего не произошло.

Всё это чистого рода субъективщина. Игра мне очень понравилась, поэтому без отзыва оставить её не смог!

P.S. Можно ли к Вам как-либо навязаться? Достаточно недавно начал делать 3Д-модельки в PS1 стиле, да и игровой движок начинаю изучать (но не юнити), поэтому и решил написать, мол вдруг как-то удастся приобщиться или ещё что.
Akemi Apr 27, 2020 @ 4:50pm 
Please let me turn off the camera smoothing. It makes it impossible to play your game because it makes me want to throw up just looking at it

edit: to be clear, it is literally nauseating and makes me sick. otherwise the game looks cool
Last edited by Akemi; Apr 27, 2020 @ 5:03pm
Stigma Apr 28, 2020 @ 10:41am 
Maybe add the soundtrack as a dlc?
tiebanoemudilo  [developer] Apr 28, 2020 @ 11:27am 
Originally posted by toriko:
Please let me turn off the camera smoothing. It makes it impossible to play your game because it makes me want to throw up just looking at it

edit: to be clear, it is literally nauseating and makes me sick. otherwise the game looks cool

I think this and some other options like key remapping will be added after the weekend.

Originally posted by Stigma:
Maybe add the soundtrack as a dlc?

We are planning to upload OST on Youtube today/tomorrow.
Stigma Apr 30, 2020 @ 2:55am 
Hi ;) Any news on the OST?
tiebanoemudilo  [developer] Apr 30, 2020 @ 10:27am 
Originally posted by Stigma:
Hi ;) Any news on the OST?
https://www.youtube.com/playlist?list=PLXecAQrH_47n3VOJHE_jpUgmJEzHerDX1

Here it is!
Last edited by tiebanoemudilo; May 1, 2020 @ 4:06am
Stigma May 1, 2020 @ 3:10am 
Originally posted by tiebanoemudilo:
Originally posted by Stigma:
Hi ;) Any news on the OST?
https://www.youtube.com/watch?v=aSKH1Atfjxc&list=PLXecAQrH_47n3VOJHE_jpUgmJEzHerDX1&index=1

Here it is!
Nice!
heji May 17, 2020 @ 8:54am 
The second chase sequence is too hard for me to get through it, sadly. I died dozens of times while turning the way. It demands me too hard manipulation of releasing the left shift key, then immediately pressing A or D and releasing them, and quickly pressing the left shift key to turn the way. I hope it'd be possible to turn without stop running, if possible, by mouse. The chasing will be still hard as you can barely see where are obstacles on the way in low polygon graphics until remembering them.

But I appreciate for this good atmosphere horror game. This is just what I want. Some says it worth the half of the price, I'd love to pay the twice, if I could play through it...
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