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CITADEL - The Sunken One

By schreppybroepke

  • THE___TWITCHER
    THE___TWITCHER left some feedback
    One thing I missed was your beautiful bas-relief carvings from earlier chapters! It would be awesome to see a little lore depicting the history of The Sunken One carved into the walls of the corridors as we approach. Did the ancients throw sacrices into
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    Awesome work once again, Schreppy! The sense of scale, tension and drama is wonderful. Love the lighting, but personally i'm not a fan of the distance fog effect. I played it both flat and in VR, then i went into edit mode and maxed out the fog distance
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    All right!!
    I think the level works brilliantly now! I didn't notice a single hiccup this time.
    I'm sure I'll give it a few more plays for the sake of thorough testing, but I'm reasonably sure the level is ready -- it seems nearly perfect to me!
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    I also had several problems getting across the water. The jump to the third stone is very unforgiving. Even just a small adjustment would make it feel a lot fairer.
    Also...sometimes, the middle stone glitches out of existence and there's no way across!
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    Is the player intended to avoid being seen by the creature? There were times when I was hiding behind a pillar or debris to avoid the monster's gaze, but still triggered a fail-state. If indeed this is a stealth segment, the mechanics need some tweaking.
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    Wow -- amazing creature design! The Sunken One is impressive and intimidating. And your presentation is as magnificent as I've come to expect. However, I found that this sequence suffers from a myriad of problems that caused me quite a bit of frustration.

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