Devlog - Something to think about
Hey everyone!
Things have been moving along steadily since the last update. I've been working through a good chunk of new content and the game keeps feeling more and more like what I always imagined it to be. Nothing big to announce just yet, but it's all coming together.
Something to think about: A point that keeps coming up in comments from people who played the demo is that the main character could feel a bit more present.
I get it, and it's something I was thinking a lot about in the past month since there's a really fine line between keeping her a bit "dissociated", inward or even catatonic but still giving the player enough to actually connect with her.
Would love to hear your thoughts on this! More inner monologue lines? More expressive animations? Or maybe something completely different? If you know any games that handled something similar really well, I'd love to hear those too. Any input is genuinely appreciated!
As always, thanks for your continued support ♥️
Files
Solace Creek
| Status | In development |
| Author | starlit studio |
| Tags | 3D, Atmospheric, Horror, Pixel Art, PSX (PlayStation), Psychological Horror, Singleplayer, Third Person, Unity |
| Languages | German, English, Italian, Japanese, Polish, Russian |
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Comments
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Hello, I really enjoyed the game demo and I understand the comments about how disconnected the protagonist seems.
As someone who greatly enjoys horror games (being a big fan of the Silent Hill series and others), I think it would be interesting if she had internal dialogue regarding her actions.
For example, right at the beginning, after the first puzzle, when we have to be disinfected.
A "What, what's happening?! Oh..."
Even when we have to crawl through the ventilation shaft.
"...Please... let there be nothing ahead..."
I even thought,
"Would VA be a good idea?" But honestly, I feel it's unnecessary. With dialogue at the right moments, showing the emotions the protagonist might be feeling—fear, happiness, discomfort—we as players understand her perspective.
Thank you so much for sharing your thoughts! This is really valuable feedback ♥️
The moments you mentioned as an example from the demo, make a lot of sense to me. I'm not quite sure yet how I'd write her monologues in-game and how many in terms of quantity.
sorry late reply!
. You don't have to be very explicit and detailed with the internal monologues, but a single phrase or something that shares the protagonist's feelings would help a lot.
Another idea I thought of in the following days: With the internal dialogues, the dialogue and a drawing of the protagonist's expression could be displayed at the bottom. Since there's no voice acting, the art and the phrase would convey the protagonist's feelings.
By the way, I apologize if my English is poor; my first language is Spanish.