I am having similar issues with the game not accepting keyboard inputs, even if I unplug the controller and re-unpack the game, I can't move. I tried dropping the resolution to 1920x1080 (the scroll menu is way too small) and that didn't fix things.
Yes, we just found out that it could be due to some incompatibility with Windows 11. Which Window version do you have? If you actually have Window 11 then the problem might persist. You should try with a Virtual Machine or with another computer if possible. Let us know if you continue to have the same problem.
I’m on Windows 10. It works on my Windows 7 VM, but I don’t want to play at 1fps, so I opted for the web player. The term “huge dungeon” made me want to play the download version for reliable saving, but the browser player does work for me.
Some feedback:
Please add Unity's default fullscreen toggle button or map fullscreen to F10. The windowed view is the wrong aspect ratio, so I have to play in fullscreen, and there’s no way to get fullscreen back if I hit escape at some point.
Wall jumping is really awkward. Most games have you continue press into the wall, press jump to jump off the wall, then the game ignores your left/right inputs for a few frames to give you a chance to press the new direction you want to move while it automatically moves you in your jump direction away from the wall.
Jumping in general is a little weird. You seem to have spaced out platforms so that double jumping is almost always necessary which mostly just makes every jump feel like 2. I would recommend structuring the levels so most jumps can be made without the double jump, then make the second jump not as high as the first to balance things a little better.
It’s really awkward that leaving your house doesn’t put you in front of the door you just left through.
Sometimes when I left click it doesn’t do an attack.
I’m not sure why Trist’s description is written in third person when you could have just had her explain her own abilities. Then you could have established a personality for her in the same dialogue box. Also, it’s just really awkwardly written. Why does the last dialogue box have continue, then when you press continue it switches to the Yes/No options it’s supposed to have?
Why is there a delay for loading the item description when I hover over it? The description doesn’t cover anything important, so there’s no reason I wouldn’t want to see it.
You should probably add a “player controlled” boolean to each character so signs don’t pop up their dialogue box when my secondary character walks past them.
I liked the world art. It definitely has a unique style.
Hi! Thanks for the feedback! Some of the things you said have already been changed for the beta, so don't worry. Anyways, we fixed the Window and Mac version and now they work perfectly fine on every computer. So Im sorry you had to try it on WebGL, I know it has some problems.
Hi! Could you give us some more info so that we can try to fix the problem? Have you played it on Mac, Windows or WebGL? Because the WebGL version does not work for us because the game is too graphically heavy. So we removed it. We have also just updated a new version for Mac. If you have a Mac, try unzipping the folder with some other application other that the default one. Let us know if you are able to play it, thank you!
Hey, sure! I am playing on Windows on an ultra-wide monitor using GTX 1070 and i7 8700k. If I have a controller plugged in (ps4 controller via USB), it seems like I can move using the joystick but then none of the other controls on ps4 seem to work. Additionally, with the controller plugged in, looks like F key to open door doesn't work.
If I unplug the controller, keyboard and mouse are working (not sure why it crashed yesterday, can't seem to reproduce). I do notice the UI is cutoff at the tops and bottoms like the fast travel menu, health UI, and inventory UI (most likely because of ultra-wide monitor).
Now that I got further, got to say I am liking the art style and music. The character movement also feels pretty good. I like the wall jumping but noticing that some walls don't allow for that (Ex. walls to the top left of first health potion) even though they look the same as the jump-able walls below. Maybe some visual cue on the wall to let the player know which walls can be wall-jumped? Having to drag item from inventory onto player in order to use it is a cool touch!
Could also be due to ultra-wide scaling but I wish I could see a bit more above the player. Maybe standing still and holding up should make the camera pan upwards a bit (and returns to normal when player lets go of up).
Just tried combat and it feels good. However, I feel like the player's attacks could be a bit more responsive. I think reducing the number of wind-up frames for the attack animations would help this. I think the attack is pretty much immediate but it feels a bit sluggish from the number of wind-up frames visually. (Think hollow knight where as soon as u press attack, his sword is already at full extension and rest of animation is just him pulling it back).
Small detail, but I notice you can still move left and right after dying to the spikes. Also, if I jump and attack just before reaching the apex of the jump, it looks like my attack is never registered/executed (maybe an animation trigger that is being skipped somehow?).
Also, I reached the witch character Trist but after pressing F to speak with her, I seem to be stuck on that dialogue :( . Maybe there is some button that is cuttoff my screen due to ultra-wide resolution? But pressed most keys on keyboard and mouse and can't get out of the dialogue. I think the game is not crashed because I can still hear the music.
Overall, it's a fun game with cool art and music and platforming. Excited to see where this game goes!
First of all, thanks for the feedback! Much appreciated! Secondly, if you have that kind of monitor is pretty normal, that's why we have included in the Settings menu the chance to change resolution. Try putting it to 1920x1080 from there, as soon as you start the game, before pressing the "New game" button. That should fix it! The main mechanics come after you talk with the witch, so you should try that one too! Hope you'll like it!
Yup, switching to 1920x1080 fixed those issues! Got the witch now and liking the party system. Teammates do a good job at following me so far and don't seem to get stuck. Also like how you can split up the party and some areas require you to travel solo. I do think the witch's attacks could maybe have less of a cooldown? I found it hard to spend all my mana with the witch because she can't attack fast enough. Also, I like the bouncy shrooms and wind on the bridge but I think some visuals for the wind's current direction would help a lot. Maybe just some wind line particles? I like how drowning doesn't immediately kill you, it instead starts to drain your health over time.
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I am having similar issues with the game not accepting keyboard inputs, even if I unplug the controller and re-unpack the game, I can't move. I tried dropping the resolution to 1920x1080 (the scroll menu is way too small) and that didn't fix things.
Yes, we just found out that it could be due to some incompatibility with Windows 11. Which Window version do you have? If you actually have Window 11 then the problem might persist. You should try with a Virtual Machine or with another computer if possible. Let us know if you continue to have the same problem.
I’m on Windows 10. It works on my Windows 7 VM, but I don’t want to play at 1fps, so I opted for the web player. The term “huge dungeon” made me want to play the download version for reliable saving, but the browser player does work for me.
Some feedback:
Please add Unity's default fullscreen toggle button or map fullscreen to F10. The windowed view is the wrong aspect ratio, so I have to play in fullscreen, and there’s no way to get fullscreen back if I hit escape at some point.
Wall jumping is really awkward. Most games have you continue press into the wall, press jump to jump off the wall, then the game ignores your left/right inputs for a few frames to give you a chance to press the new direction you want to move while it automatically moves you in your jump direction away from the wall.
Jumping in general is a little weird. You seem to have spaced out platforms so that double jumping is almost always necessary which mostly just makes every jump feel like 2. I would recommend structuring the levels so most jumps can be made without the double jump, then make the second jump not as high as the first to balance things a little better.
It’s really awkward that leaving your house doesn’t put you in front of the door you just left through.
Sometimes when I left click it doesn’t do an attack.
I’m not sure why Trist’s description is written in third person when you could have just had her explain her own abilities. Then you could have established a personality for her in the same dialogue box. Also, it’s just really awkwardly written. Why does the last dialogue box have continue, then when you press continue it switches to the Yes/No options it’s supposed to have?
Why is there a delay for loading the item description when I hover over it? The description doesn’t cover anything important, so there’s no reason I wouldn’t want to see it.
You should probably add a “player controlled” boolean to each character so signs don’t pop up their dialogue box when my secondary character walks past them.
I liked the world art. It definitely has a unique style.
Hi! Thanks for the feedback! Some of the things you said have already been changed for the beta, so don't worry. Anyways, we fixed the Window and Mac version and now they work perfectly fine on every computer. So Im sorry you had to try it on WebGL, I know it has some problems.
Tried to play game but crashed after I pressed F on the door in starting room :(
Hi! Could you give us some more info so that we can try to fix the problem? Have you played it on Mac, Windows or WebGL? Because the WebGL version does not work for us because the game is too graphically heavy. So we removed it. We have also just updated a new version for Mac. If you have a Mac, try unzipping the folder with some other application other that the default one. Let us know if you are able to play it, thank you!
- The Abyss team
Hey, sure! I am playing on Windows on an ultra-wide monitor using GTX 1070 and i7 8700k. If I have a controller plugged in (ps4 controller via USB), it seems like I can move using the joystick but then none of the other controls on ps4 seem to work. Additionally, with the controller plugged in, looks like F key to open door doesn't work.
If I unplug the controller, keyboard and mouse are working (not sure why it crashed yesterday, can't seem to reproduce). I do notice the UI is cutoff at the tops and bottoms like the fast travel menu, health UI, and inventory UI (most likely because of ultra-wide monitor).
Now that I got further, got to say I am liking the art style and music. The character movement also feels pretty good. I like the wall jumping but noticing that some walls don't allow for that (Ex. walls to the top left of first health potion) even though they look the same as the jump-able walls below. Maybe some visual cue on the wall to let the player know which walls can be wall-jumped? Having to drag item from inventory onto player in order to use it is a cool touch!
Could also be due to ultra-wide scaling but I wish I could see a bit more above the player. Maybe standing still and holding up should make the camera pan upwards a bit (and returns to normal when player lets go of up).
Just tried combat and it feels good. However, I feel like the player's attacks could be a bit more responsive. I think reducing the number of wind-up frames for the attack animations would help this. I think the attack is pretty much immediate but it feels a bit sluggish from the number of wind-up frames visually. (Think hollow knight where as soon as u press attack, his sword is already at full extension and rest of animation is just him pulling it back).
Small detail, but I notice you can still move left and right after dying to the spikes. Also, if I jump and attack just before reaching the apex of the jump, it looks like my attack is never registered/executed (maybe an animation trigger that is being skipped somehow?).
Also, I reached the witch character Trist but after pressing F to speak with her, I seem to be stuck on that dialogue :( . Maybe there is some button that is cuttoff my screen due to ultra-wide resolution? But pressed most keys on keyboard and mouse and can't get out of the dialogue. I think the game is not crashed because I can still hear the music.
Overall, it's a fun game with cool art and music and platforming. Excited to see where this game goes!
First of all, thanks for the feedback! Much appreciated! Secondly, if you have that kind of monitor is pretty normal, that's why we have included in the Settings menu the chance to change resolution. Try putting it to 1920x1080 from there, as soon as you start the game, before pressing the "New game" button. That should fix it! The main mechanics come after you talk with the witch, so you should try that one too! Hope you'll like it!
Yup, switching to 1920x1080 fixed those issues! Got the witch now and liking the party system. Teammates do a good job at following me so far and don't seem to get stuck. Also like how you can split up the party and some areas require you to travel solo. I do think the witch's attacks could maybe have less of a cooldown? I found it hard to spend all my mana with the witch because she can't attack fast enough. Also, I like the bouncy shrooms and wind on the bridge but I think some visuals for the wind's current direction would help a lot. Maybe just some wind line particles? I like how drowning doesn't immediately kill you, it instead starts to drain your health over time.