A downloadable SubLevel for Windows

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War is inevitable, and you desperately need the money to flee with your family. You took a four-day contract deep inside a pharmaceutical company’s underground facility: a suspiciously high-paying job repairing critical infrastructure in the lower levels.

The problem isn't just systems failing in pitch blackness. As you try to meet your quota, something else lives down there, stalking you through the corridors.

Does the company really just manufacture pharmaceuticals, or are they hiding something deeper in the foundations? Will they actually let you leave after four days, or do they expect you to become just another casualty of the plant?

This is a game design prototype for an ongoing project. Development is still actively underway, so the game is in an early stage and may contain bugs.

Download

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Click download now to get access to the following files:

SubLevel_v0.2.0_Windows.zip 47 MB
Sublevel_PlayTest_Windows_v0.1.0.zip 35 MB

Development log

Comments

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(+1)

tlooks promising but has some issues

- player body turns to slowly after the camera, it just feels like you are some kind of robot. tone it down

- footsteps are too loud for being so abstract "pixel game" styled  
- you don't introduce monster and don't bring tension, it just walks there. make it make sounds as it moves, some roars and scaries footsteps. sometimes it rushes really fast across the level and you hear how dangerous/fast it is.

- it is very bad that you can just go towards not scary footsteps and insta die. I'd say add helath, make player survive first hit, monster roar, give player 5 seconds to start running away, make first escape easy

- for the love of god put some text in the intro to say what player is supposed to do here

- minor: maybe keep it one mini game per station, they are good but it is not very clear that second screen is minigame I was starting at the second one expecting it to load on its own :)

Thank you so much for your feedback c:

Let’s go through everything point by point:

It’s true, the body doesn’t rotate correctly in relation to the camera. We tried to make the body movement feel realistic in relation to the player’s head, but we didn’t handle it as well as we should have. This will be fixed in the next version.

The next version will include options for sound, mouse sensitivity, and screen brightness. We simply forgot to add them haha.

We’ll be putting more work into the ambient sounds as well. To be honest, we weren’t really sure what the creature should sound like, so its audio ended up feeling a bit underwhelming. But I can tell you that we’ve improved this for the next version c:

As for the health bar... that was honestly a silly oversight on our part. We hadn’t even thought about it. We’ll definitely consider adding one c:

Not having an introduction, and especially not even having a temporary tutorial, was a huge mistake on our part. I apologize for that. We’re going to work on it.

The minigame UI will also receive a complete visual rework to address this issue and some other problems we detected. I hope you like the new version we’re working on c: