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Both your games have been the Cosmic/Gothic Horror, Dark Fantasy Thief-like story I've sought in many different areas of media but have never, until now, been able to find in a form that hits all those atmospheric sweet spots (on account of being overly specific :P ). I greatly appreciate that you're able to tell so much about an area and its history just through set-pieces, and in terms of communicating potential danger without having to shoe-horn combat into the game - It isn't very often I can explore and really soak in my surroundings in an interesting place without being interrupted by enemies. The only real complaint I could make about Penitent Dead is that due to the sparse dialogue in the game, it's sometimes unclear what to do next to ensure you've "done all you need to do" before leaving the area; e.g, I wandered all over the island with that wretched Scope trying to figure out what it was for and got no kind of indication that I'd hit on anything pertinent, and while I don't want to be spoonfed information I think it does help to have at least a little bit of in-game context to poke players in the right direction, particularly for games with multiple endings. All in all, greatly looking forward to your next project, and to seeing this little world you've created grow!

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Heres my playthrough
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Very pleasantly surprised by the graphical style here. There are tons and tons of games touting "ps1 graphics" lately and most of them just come off as weird pixelated low-poly messes. This one actually looks and feels like a ps1 title, so big props on that. I did manage to get stuck on a ledge trying to drop down at one point, so I had to play through again. I also got "out of bounds" and walked down that slope towards the second island, but there was a wall there anyways. I digress, but it was a nice little jam experience. I think you've got the style down, but I'd be interested in seeing where you can take the gameplay in your next title. Best of luck!
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Wonderful visual style, solid mechanics with a ton of polish, cohesive world with a neat little story. I'm excited for what you make next!

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Ah, it was just as cool as your last game! I love the style and creepy atmosphere. Great work :D

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Hello, how is the linux build supposed to work? I tried downloading the windows version and running the linux executable inside the windows executable's folder, running it outside, changing its name, etc. (I've also tried using wine but the game was all black except for the esc menu)

I'd really want to give this a try, it looks amazing!


I get the following error:

./PenitentDeadLinuxV1.2.x86_64 Set current directory to /opt/penitentdead/linux
Found path: /opt/penitentdead/linux/PenitentDeadLinuxV1.2.x86_64
no boot config - using default values
 
(Filename: ./PlatformDependent/LinuxStandalone/main.cpp Line: 497)
There is no data folder

And if I copy the windows or mac's data folder to the same place as the executable, rename it as "data" and run it comes out with this error:

./PenitentDeadLinuxV1.2.x86_64 Set current directory to /opt/penitentdead/linux
Found path: /opt/penitentdead/linux/PenitentDeadLinuxV1.2.x86_64
Unable to load mono library from /opt/penitentdead/linux/Data/Mono/x86_64/libmono.so
Failed to load mono

Thank you!

having the exact same issue, would love to give the game a try. can't run the windows version on wine either, the game goes pitch black after the intro.

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This was SO great. The aesthetic is exactly what I wanted to be doing for about 2 years, this is an incredible inspiration. I like how this is basically a very small metroidvania, I liked the thick atmosphere, all around great!
There were some visual glitches when I moved the camera sideways, in which various objects scrolled at different speeds, but it looked uncanny enough to add to the mood :D

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Thanks so much! Were the glitches to do with flat textures moving weirdly? That's actually a PS1 texture filter if so - think it was tuned a bit too high, though. 

But yeah, tiny metroidvania is exactly what I was going for. Glad you liked it! 

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Ooh, didn't know about that, nice :)

What's the technique for creating such amazing textures? Downscaling photos and tinting them? I'd like to attempt the style myself sometime.

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I GAVE YOUR GAME AGO.

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I loved this. The world of the game especially seems so fantastic and eerie, weird in all the proper ways! it seems so "of a piece" with your previous game, and also some to the gifs you've posted. I'm absolutely ecstatic about seeing more!

Is this still in development? I couldn't get the scope to work at all, and noticed strange gray walls around the pyramid. It's also a tad unclear if you've "done everything" and got the real ending.

Absolutely stellar game!

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Thanks very much, very kind words!

The game was made for a jam, so I'm not planning any major updates. I've fixed a few bugs in 1.2 though.

The strange walls were because I released a real quick update before heading off for a party - and I'd forgotten to make the invisible walls actually invisible. Whoops!

But yeah, planning to make a much bigger & more intricate follow up to this, with much more to do.

Oh, and press Q to equip the scope.

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Looks really cool so far. Needs a little music but i like where it's headed. 

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A little atmospheric world, love it !

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Pretty cool :3

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It's a nice retro styled game as well as setting up world building. Kinda wished I could go into some of the buildings though.

Anywho, here's my channel for other games I have played. http://www.youtube.com/c/Levont

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hey, thanks for the feedback, that's really helpful! I totally agree with a lot of your points. Would have loved to have made the bulding interiors etc, but alas, I needed to release it for the gamejam's deadline. Thanks for playing!

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Great mood and worldbuilding :)
Though I did manage to get stuck on a ledge - seems some will block you because you need to pass through the glyph barrier, but some ledges you can drop down from?

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Ah, bummer! Was it on the stone ziggurat? I've since updated the game to v1.1 and improved the clipping. Thanks!

I may be having a similar problem (with version 1.2, downloaded/installed today); whenever the shrine raises up into the air, I drop through the floor and remain standing at the top of the ziggurat.  When it comes back down, I come back up through the floor and can walk back out.  I'm kinda assuming you want to be up there to use the scope to see something in the distance...otherwise I can't find a "gameplay" use for it (as opposed to its primary use for sightseeing).

Show post...

gg
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Character models are exactly how they've looked back in PS1 era, they remind me of Soul Reaver characters very much.

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Some cool ideas and visuals. Felt like a nice little world.

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Terribly short but presented some interesting ideas which would work very well when given more time. Would love it if its given more time. 

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