Liminal Salvationのアートワーク$1.9956%賛否両論

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GAMEPLAY NOTE: This is NOT a stupefying horror game with monster's scaring your wits out. Minimal use of user-interface, minimal dialogue. Under graphics, the game is best played with Ultra Settings.

STORY & CHALLENGES:

Relish the artistic yet unsettling world of Liminal Salvation where true fear comes out of sheer tranquillity, ever-present in the air and a worrying instinct that behind closed quarters, you are being watched by unseen forces.

The game puts to test your 'navigation skills' because finding the exit from a very irrational world need's a still mind. Since there is no easy escape, freedom from oppressive space is possible should you use 'intuitive skills' correctly.

GAME MECHANICS & CHARACTER PROGRESSION:

Game mechanics involve the players ability to run quicker, walk through shallow water's as well as dive deep inside any given waterbody. One can slide and literally jump over launchpads instead of climbing traditional ladders.

Since the game is an amalgamation of random pool levels, your progress is determined by moving forward. You first explore of what resembles a school, perhaps a reminisce of the good old days where one was carefree at best and having fun was the only motto in life. Later, you must deal with an pool based labyrinth where pin drop silence exists' in every nook and corner!

USP: Welcome to an eerie ambiance where you explore sublime craftsmanship & unique variation of pool room's. In addition, there is a huge catalogue of tiled wall's as well as floorings, that show-off reflections. Decent focus has been put on choosing the right combinations of indoor-outdoor lighting.

INSPIRATIONS: Built by solo developer using Unreal engine 5, my faith and inspiration came by case-studying 'Pools by Tensori', 'Anemoiapolis: Chapter 1 by Andrew Quist' and 'Dreamcore by Montraluz', the backroom's lure.

PLAYTIME: Min. 1 Hour 20 Minutes up to 2 hours 45 minutes

SOUNDTRACK: Just the sound of distant water drip's and footstep echo's are heard through and through. The project uses AI generated sound for hardly twenty seconds at the end of the gameplay.

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