Quality of Life small update
Crooked Silence v2 » Devlog
Even though this is long overdue I thought about adding some quality of life improvements for the game such as:
-ammo boxes for shotgun and pistol now give more ammo
-Health kits now give more health
-Axe does more damage
-Annoying enemy from the game has been completely removed. Ceiling dolls weren't made the same way as other enemies in game leading to annoying gameplay and unfun combat
-True ending lever puzzle has been removed to give more players a chance to see the true ending and its something I worked hard on so I would like to have more people see it!
Files
CrookedSilencev2.zip 176 MB
Mar 16, 2021
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Crooked Silence v2
Puzzle survival horror fps game with graphics that are made to look like classic horror games made in the 90's.
Status | Released |
Author | Echo7project |
Genre | Shooter, Action, Adventure, Puzzle |
Tags | 90s, Horror, ps1, PSX (PlayStation), Retro, Survival Horror |
More posts
- Standalone DLC ReleasedSep 01, 2020
- Crooked Silence V2Aug 06, 2020
Comments
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That's a lot of changes, might have to boot this one up again. Also good to see you're still alive.
Can you fix the lag in the DLC version? I played it when it came out and wasn't able to finish it because it lagged pretty bad. It causes you to take too much damage and waste ammo.
If your talking about any story that uses guns your ment to kill every enemy on the map. Running away from to many enemies is what will cause the most lag in the game. The game doesn't have a despawn function so it's important to kill everything on sight. Yes it is flaw but both games are ment to be small projects so it wasn't something I thought about while making the game and it's not something I can personally easily fix atm. Right now I'm working on my main and other projects and I'm trying to give these a bit more attention.
Do you think you could have some sort of "despawn portal" that once the player crosses, it despawns a group of enemies? I know there is something like that in the hammer editor but I don't know how well something like that could be implemented to your game, though if it does start to annoy you that something like that is left in you can perhaps start there
It's not only the fact of despawnig but the players immersion. Let's say one of the enemies decides to follow you through the map then you hit one of these despawn checkpoints while one is on the screen it would be kinda funky to look at.
But don't get me wrong its definitely something I'll have to look into because this is something that will also effect "Rupture" if I don't study into it a bit more.
Let's not forget I'm no code master or anything. I'm a artist before anything so it does take me longer to figure out problems and to fix fhem
I was killing every enemy but the lag made it so damn frustrating and unplayable
It's very strange that you experience this and I'm sure your computer could definitely handle it so I won't blame your hardware or anything plus the game is low poly and low res so I don't know what could be the problem. Each story is a small map so it shouldn't take much to render and lighting is baked for the most part. I always test each part of a game when I put it out and run through it multiple times and never had a problem with zofia and crow.
The Main Crooked Silence game is much more complicated in design and mechanics than Tales from the Dark and I watched your video on that and that seemed fine so it confuses why the stories aren't working for you.
Can you jump into the game and tell me exactly what happens from the beginning. I may have one idea that could have caused it but it didn't give me any problems so I didn't think it could be the case.