Comments 17

Re: Here's Your First Look At Koral, A Switch Puzzler Developed Entirely At Sea

CarlosCoronado

Hi @AndreaF96 !

It was all just me. From the visuals, to the coding, etc etc. I am a one man army lol. Unreal Engine 4 helps a lot with that.

And yes, I totally agree with you! Not much gameplay is shown in the trailer. This is totally on purpose. I prefer that when people play the game and start sending reviews and videos the gameplay and the consistency of it and the difficulty curve will be shown

Showing more gameplay myself in the trailer really feels like cheating!

Re: Here's Your First Look At Koral, A Switch Puzzler Developed Entirely At Sea

CarlosCoronado

@NintendoFan4Lyf I am glad you bring this on

Once you play it, specially in the more puzzle heavy areas, your play "plane" is really well defined. This was one of the elements that scared my the most (I am the dev of Koral). Actually, let me contact you via DM and send you a key so you can feel it yourself

Edit1: Can't find a way to send DM here Please provide me with an email if you don't mind)

Re: Review: Infernium (Switch eShop)

CarlosCoronado

Hi! I am Carlos Coronado, the sick minded dev behind Infernium

First of all, thanks for the review. I think it is really fair with the game because yes, it is NOT a game for the casual/everyone.

On the other hand, I just want to let you know the game will be updated shortly on Switch with the "Accessibility update". It will add 4 more options to the game: No Enemies mode, slower enemies, more tutorials and no permadeath. It will also change a little bit some enemy placements and nerf a bit some areas (nothing game changing really).

The game is not designed to be played with those options on, but if you will find the experience more entertaining with some of those one who am I to stop you!

And btw, this update is already ready on Pc but won't add new content. I will release a free update in the future and that one will add new content (new levels and enemies).

On the other hand, little spoiler: there are many, many ways to exit the "permadeath" state and the game will never ask you to start the adventure again. There is always a way out.

aaand that's all. Have fun being chased by flying towels!

Re: Infernium Will Scare Its Way Onto The NA eShop Next Week

CarlosCoronado

@GrailUK Hi Grail, and thanks!

Tbh I didn't know what gyro aim was before reading your comment, so no, it doesn't have it. But now that you have said it I'll try to implement in in a future patch.

On the other hand, the game doesn't require precision aiming at all, unless you are using the teleport to speedrun the game or reach certain secret secret areas

Re: Infernium Will Scare Its Way Onto The NA eShop Next Week

CarlosCoronado

@onex yohhh yohhhh chill

I am the gamedev. I understand you think the enemies look like beach towels. I wanted to make something about it. That's why it has beach towel cosplays merch available now! https://society6.com/carlosgamedev/s?q=random

About the $$, the game lasts about 14h average, has a NG+ with evolved and new enemy placements, a photomode and a lot of replay value (the game is non linear).

I am willing to give a key to you for free. Then come back after 2h of gameplay and tell in this forum in the Flying Towels and the game is scary or not

Re: Infernium Is Myst Meets Outlast And It's Running Scared Onto Nintendo Switch

CarlosCoronado

@Alikan Hi, I am the gamedev of Infernium. I just want to clarify some stuff

Yes, the blankets are not scary on the aesthetics. Actually, I am 100% confident that if we change the blankets for just red cilinders with no animations, the horror of the game would still work.

Why? Simple.

I think it is really childish to say something is scary because of the aesthetics or a dirty environment. Horror doesn't work like that imo. The cloaks are scary because of how the act into gameplay, setting the player into constant tension while he needs to think yo succeed. Nah, you won't get jumpscares because finding an ugly, scary-looking enemy in Infernium. Take a look at for example, Amnesia. The foes do look ugly, but the second time one of them chases you you are not scared because he is ugly. You are scared because of the way he behaves in terms of gameplay

About the PEGI12, belive it or not, I actually had to FIGHT no get a PEGi12 instead of a PEGI3 lol

There is no blood, no violence, no gore and other common Pegi descriptors but hell, the game is by no means suitable to +3 Audiences by no means.

More or less, this is how the game works: while playing the player wil focus on overcoming a challenge and will execute a plan. When the execution of the plan starts, all the systems of the game (the enemies, the level design, the pacing, etc) will work thowards making the player loose control of the situation.

Anyways, hopefully I had shed some light into the game mechanics with this post. I am not trying to convince no one to buy the game, but I understand a PEGi12, non-creepy environments and blankets with colors are not the usual bullet points of survival horror games

Regards,

Carlos.