Re: Hell Hunter - Anti-Nomen demo release

Hi @SLJ! I'm glad you liked the podcast! About the microphone i guess it's my fault, my laptop is kinda just a bunch of old scraps XD

Hello @mr.brunete! First of all thanks for playing the demo and for doing that until the end! Also thanks for the feedback, yeah Resident Evil is clearly one of the most big references of Hell Hunter.
In the topic it has been discussed about managing the inventory... while that would probably be great, there's some big limitation on the engine i'm using for making the game which would require a big update on its structure to make that work, so i don't know it that will be feasible in future.
Unfortunately when i literally started the project i was a newbie and i didn't knew anything about the structure of the engine, so i had to do what i could with puzzles and level design and, ironically, when i finally managed to grasp the structure of the engine, the game structure was already defined and implemented, so the game lacks of item that can actually be combined, which is a shame since as i said Resident Evil was a big reference indeed.
Changing the static structure of the puzzles would actually make collapse the maps or rather the way you proceed through the game, for example if you could get immediately the axe, after 2 rooms the chase would end immediately and actually there wouldn't be a real puzzle and the gimmick as well, what the player might not know is that i instead focused on the mood and the chase: when you examine the planks the background music changes and the barks get louder, the same happens when you get the axe, any room has a different and dynamic volume settings for the wolves so that the more you get close to ending the chase, the more the herd gets louder, like if they are getting closer, also the circle structure of the area is supposed to make the player get a bit disoriented and, since they walk in the same rooms, to lure them at turning around in order to navigate faster... in other words the area is designed to make the player trigger the turn around gimmick at least once and communicate that it's not just narrative: the chase is actual gameplay and the horror is supposed to be the core of the game.
Said that i'm sorry for the flaws of the game due to my lack of experience and knowledge on the engine, if i'd get the chance to do something about that, it would be cool, then again the true issue in the end is the fact that the deadlines are very short and i have to schedule priorities...
Thanks again!

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