For some reason, I cannot get this to run more than a snail's pace. Unity sometimes just does not play nice with my laptop, and I have no idea why. I confirmed Witness is running on the decidated GPU and not the integrated one. I don't know why this happens, but I guess I just can't play this. :(
That's probably it, then. Especially if it's rendering anything at a decent distance. More complex Unity games with long draw distances tend to be the hardest for my machine to deal with. It took a ton of tinkering to get (for example) Edge of Eternity to run decently for me because the scenery in the world is so far off to create a sense of scale. I can see pretty far into the distance in Witness, so that might be the culprit. I'd suck it up at like 15-20 FPS since I really want to play it, but can't even squeak more than about 3 FPS out of it.
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This was an interesting horror game with an interesting concept. I found the idea of hearing what the victims experienced to be quite horrifying and disturbing and I liked that idea used in the game. However, it would be better if the players can actually see what happens to the people one by one since the main character is a witness. With hearing and looking enabled, players can better experience the horrors that the people have faced in the village. Also, it would be cool as well to somehow link the main character's story with the village as well.
Thank you for reading my comment and I wish you good luck in your future endeavours.
Hey mate, thanks for playing my game and giving me some feedback. Originally, it was planned to make the characters have animations of them dying, though I believe leaving that a mystery added to the suspense of the game as the player questions how they died. The main character is simply a representation of people who can only observe the aftermath of tragedies without knowing what really happened prior.
The overall experience of this game left me confused. I did like the sound design and atmosphere, the foggy forest and flawless effects of the rain, but there is just this little, which is good about the game.
As the game's page suggests, this is purely linier an short game. It has nothing to do with mechanics, story, just straight walking and triggering sound effects. First of all, the game itself is poorly stabilized. I've played Unreal Engine games, which do a better job at fixing the frame rate issues, than this. My advice will be to work hard on that. Even with the settings, no matter what quality or resolution the game runs the same way all the time.
The proportions for the assets and objects in the game also need to be fixed. As the character walks by the houses and sees some "things" on the way, those "things" appear way smaller, which makes the game look less scary. The aspect of gore can't be felt if you are not immersed in the game, so, fixing that would improve the overall quality of the atmosphere.
Other than those major critiques, the game works and has a potential. I did see your portfolio of games and that's the reason why I am not holding back on the feedback, because you certainly have made good looking, working games and this just needs couple of updates and the fixes, which I have mentioned in this review.
Hey mate, thanks for taking the time to give me some extensive feedback. I'll be looking more into significantly altering each graphic setting so it can run better. I have just released an update that should fix the framerate issue. I'll be releasing a few more future updates (hopefully) to fix some more problems. Unfortunately I don't use Unity (especially HDRP) often so still need to learn more about the engine to make some more changes. I may also add additional models in a new update.
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For some reason, I cannot get this to run more than a snail's pace. Unity sometimes just does not play nice with my laptop, and I have no idea why. I confirmed Witness is running on the decidated GPU and not the integrated one. I don't know why this happens, but I guess I just can't play this. :(
Maybe your computer specs, this games uses Unity's HDRP pipeline meaning it needs a rather beefy system to run it smoothly.
That's probably it, then. Especially if it's rendering anything at a decent distance. More complex Unity games with long draw distances tend to be the hardest for my machine to deal with. It took a ton of tinkering to get (for example) Edge of Eternity to run decently for me because the scenery in the world is so far off to create a sense of scale. I can see pretty far into the distance in Witness, so that might be the culprit. I'd suck it up at like 15-20 FPS since I really want to play it, but can't even squeak more than about 3 FPS out of it.
May have to tweak the graphic option settings so more systems can play it. thanks for letting me know :)
This was an interesting horror game with an interesting concept. I found the idea of hearing what the victims experienced to be quite horrifying and disturbing and I liked that idea used in the game. However, it would be better if the players can actually see what happens to the people one by one since the main character is a witness. With hearing and looking enabled, players can better experience the horrors that the people have faced in the village. Also, it would be cool as well to somehow link the main character's story with the village as well.
Thank you for reading my comment and I wish you good luck in your future endeavours.
Hey mate, thanks for playing my game and giving me some feedback. Originally, it was planned to make the characters have animations of them dying, though I believe leaving that a mystery added to the suspense of the game as the player questions how they died. The main character is simply a representation of people who can only observe the aftermath of tragedies without knowing what really happened prior.
The game needs some flesh and bones...
The overall experience of this game left me confused. I did like the sound design and atmosphere, the foggy forest and flawless effects of the rain, but there is just this little, which is good about the game.
As the game's page suggests, this is purely linier an short game. It has nothing to do with mechanics, story, just straight walking and triggering sound effects. First of all, the game itself is poorly stabilized. I've played Unreal Engine games, which do a better job at fixing the frame rate issues, than this. My advice will be to work hard on that. Even with the settings, no matter what quality or resolution the game runs the same way all the time.
The proportions for the assets and objects in the game also need to be fixed. As the character walks by the houses and sees some "things" on the way, those "things" appear way smaller, which makes the game look less scary. The aspect of gore can't be felt if you are not immersed in the game, so, fixing that would improve the overall quality of the atmosphere.
Other than those major critiques, the game works and has a potential. I did see your portfolio of games and that's the reason why I am not holding back on the feedback, because you certainly have made good looking, working games and this just needs couple of updates and the fixes, which I have mentioned in this review.
Good luck with the game.
Hey mate, thanks for taking the time to give me some extensive feedback. I'll be looking more into significantly altering each graphic setting so it can run better. I have just released an update that should fix the framerate issue. I'll be releasing a few more future updates (hopefully) to fix some more problems. Unfortunately I don't use Unity (especially HDRP) often so still need to learn more about the engine to make some more changes. I may also add additional models in a new update.