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CITADEL - The Hollow Mountain

By schreppybroepke

  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (7) ... the other side of the room, her actions would seem more justified (even if they are still a little foolhardy). Indeed, the game game could eventually bring us back to reach that distant ledge ... and whatever enticing treasures it holds ...
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (6) One final thought. I was puzzled as to WHY Red jumped onto the cage in the first place. Was she (is Red a 'she'?) intending to make it fall, or was this an accident?
    Maybe if the cages appeared to provide a pathway across to a visible ledge on ...
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (5) I also got caught by surprise by the elevator setting off before I was ready (I too was busy admiring the view!) I don't think it's a major issue, but maybe it only needs to return once the player has gotten off and then got back on again.
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (4) expensive on thermo, but would elevate the entire experience to the very top tier of Dreams VR games.
    I'd still love to see the gameplay focus more on these two having to work together to solve puzzles, but I realise this is still early in the game.
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (3) ... the option of smooth camera rotation in VR. The current Dreams default camera also clips through the scenery quite frequently, which is mildly annoying.
    Fixing this would require a custom-built VR camera rig, which is a LOT of work, and can be ...
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    (2) ... pre-existing sections, but the interactions between the wanderers cements our relationship with them.
    Yes the stair climbing needs to be fixed. I played this (and just replayed the rest of the demo) in VR. Personally I would always prefer ...
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    I echo all of Lucid's comments. The lore and history of this place is delivered to the player in such a skillful way. This particular level doesn't offer anything new in terms of puzzle mechanics or gameplay, slotting as it does between the ...
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    One final thought, for now: you really must do something about the wanderer's movement properties on stairs. Your game design is getting ever more refined and professional, so the stair collision really stands out as a blemish on the rest of it!
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    I'd like to request that you increase the speed of the elevator, just to spare the player too much waiting around. Even a minor adjustment might be enough.
    Actually, ironically enough -- I had to ride the elevator twice BECAUSE I was idling too much...
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    You have a great knack for visual storytelling, and also for grounding this spellbinding sense of grand history with a clear affection for the strange charm of the wanderers. I don't passively take all of this in -- I'm really invested in it!
  • LucidDreamChaser
    LucidDreamChaser left some feedback
    I love the atmosphere! The gloom and the suspended cages and the cells built into the stone walls...the subtle sound cues, the sparing use of music. It all gives this area a compellingly eerie, sinister vibe that drew me in straight away!

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