Yeah, I myself didn't think the voices were AI, but apparently more people are saying it, so I dunno. Also, my opinions on the image in this website being AI generated only to the older image they used. Marc55 down here actually posted it in one of his comments, he also agreed that at least the background was indeed AI.
mikebracais
Recent community posts
Yeah, that's the thing, he really doesn't look like the kinda guy that would use AI, hence why I found it really freaking odd that it seemed like he did! Sorry for not replying to you quicker, I didn't have the image on me anyways, but regardless, I'm glad I wasn't crazy with my assumptions here, it really all came down to the background; and I'm even more glad that it was changed into a much better image with, well, actual art lol. Maybe it was just a temporary placeholder, which is understandable I s'ppose.
There's a new video? And they also use an AI voice in there too? Ok, I mean... why? I'm not gonna be the one to say how easy or hard it is to find a VA or ask someone to do some art for a project, since I never did that... but the guys behind Catastrophe Crow must have some sort of resources, right? Unless it's some meta thing related to the plot, I really don't see the reason to use AI in promotional material. If anything, it's gonna hurt the project even more.
Oh wow... oh wait, the image is AI generated. I swear, I didn't notice at first... mostly cus you don't expect these sorta projects to rely on mid practices like that.
Edit: BUH!!! The image is new! Only now I noticed it! It used to be this really simple image of the Crow with the hills and sky behind... but now it's beautiful! Holy heck, forget what I said, it was not about this here current image!
It's weird I didn't comment anything here yet... I've played the game a few months ago, and I loved it. It was a really enjoyable ride that felt like one last field trip to that one place you've always wanted to visit... that is gonna be closed forever the next day. So you feel like you gotta make the most of it. Some areas felt like their own cities, towns and communities, they really made the place feel lived in, and it was also really good to see the other cat friends on most areas you visited, it really nails the feel of a field trip. I really enjoyed it!
Sadly, the only thing that seems to work is if you restart the game and push these switches on your first visit. It's kinda annoying, but it ain't too bad.
Personally, I just wished we kept our companions when we reach the main ending. They gave some life to the world, they were like, our roomies, y'know?
Well, if you fall off of the Labyrinth and land on the lakes down below, you'll find a door that leads to a place called... the Sunken Court or Drowned Court, something like that. It seems to be an area where many masked homunculi live, they even have many popes to worship, and in one of the last rooms, you can find it, past the area with the craddle. At least, that's how I think it was called - I didn't get to fight it when I opened its sarchophagus, as I was thrusted out of bounds immediatly. Sadly, you can't repeat the fight either, so I hope I didn't miss any crazy items or so.
I've been playing the game, and... wow. It's been really fun so far! Visited many places, did a lot, it's been a really fun and weird and sometimes disturbing time! Even tho I never played Crypt Worlds, which folks say is easier to get into, I honestly thought it was pretty smooth goin'!
Also, uh, something I just wanted to check up... where did you get the audio for the Cowboys and Archeologists? I'm just asking 'cus, I could be wrong, but... it's literally a sentence in my home language! It's Portuguese, maybe with some accent from the south, Alentejo maybe! "Nunca mais vem... solinho", it's this, right?
Man, this truly is the game of all time. But in all honesty, it's very fascinating! A lotta weird stuff, weird items that don't seem particularly useful, at least to someone who doesn't know the game's mechanics inside out, and there doesn't seem to be a particular objective... but I'm very ok with that! It's kinda fun to just see how far I can go without dying or screwing myself over, experimenting with the resources and tools you can find around!
Hey, I played a bit of your game a while ago! Love the art, every location I've visited so far is very unique, and I found it to be a rather vast network of multiple links to other worlds! Usually one world leads to one or two more, but the Pumpkin Village had a lotta passageways! Very neat stuff!
I have yet to play much more of the game, it's like folks usually say, "so much to do, so much to see", but I'll be sure to check it all out! I dunno if you're planning on adding more content or an ending or so, but either way, fantastic job so far!
Hey, so, if you don't mind me asking, I'll leave the questions with spoilers here.
1) Who's the Harlequin? Is he the Clown from the story of the Yellow World? Did he kill the Ghost Kid?
2) Are we only supposed to be able to activate the secret switches on our first playthrough of the level? Because that seems to be the case... except for the Yellow World, for some reason.
Really enjoyed the ARG with the links tho, very clever!
3) Uh, why do all the other characters disappear when we talk to the creator? I feel like it would've been nice if they were there still to keep us company. But, oh well.
I may be wrong, but I feel like they're the steps you take in order to find these links or something. Like, you turn right after reading the first link, and select that painting, that sorta stuff.
Edit: just checked, yeah, they're exactly that. The final video is a guide on how to find the switches. Kinda sucks you'll have to find most a them on your first playthrough for it to work.
This game is absolutely fantastic! I love the locations, the atmosphere, the characters...
...ok, maybe not the Orange World, that one's platforming was a little bit annoying, but I still liked it fine enough. Everything else was great!
Not sure if there's a bug related to the, uh, post game stuff tho. I left the details in the post for the spoiler stuff.
Daniel, you've done it again! This game is fantastic! The platforming is simple but well designed, and the whole Stereogram thing makes it really special! While it's easy to see how you make things like the snowflakes and the rain fall down, the falling leaves were simply impressive. In fact, the whole game was impressive! How do you make one a these stereograms, and how do they work so well??
On a side note, some of the names of the rooms were really clever. The ones named "It's Dangerous" and "To Go Alone", and the one with the power up being named "Take This", were already a great nod... but then the next power up room, which is a lot further ahead, is called "And This". Perfect! Another favorite of mine is "fragmentation", simply with how you played with the layout of the letters, something we'd only notice if we unfocused from the screen, very nice!
One thing I have to note is how the very final rooms were a bit more straining to the eyes due to the screen shake up, but it still makes for a great finale, and a bit of a twist too! Other than that, the whole playthrough went very smoothly! The sound effects were very neat too!
While I usually have no issues with a hub world for the design, I feel like it was implemented in a pretty arbitrary way here. I mean, "ride down 5 elevators to activate final elevator" feels pretty weird.
I have little against the sprinting, actually. I know the point is that you're in a strange place, taking in the sights and stuff, but depending on whether some areas are too big or small, it can be more or less useful. I still feel it's good to have it as an option tho. The jump definitely could use an improvement, and I don't find that idea of a climb to pull yourself up a ledge a bad idea either!
Something I am against is how the content of the beta was locked behind the biggest gate of tickets in the game, meaning it'll probably be the last of the 4 available rooms you'll explore... Despite the fact you entered the game through a pool area. What's more, it still feels like the most fleshed out area in the game, with the most commentary and panel puzzles of all areas. It also ends up making the Shadow Person feel like... a whole lotta nothing, at least in the context of this chapter. If they build up on it for the following chapters, then it's fine. I sometimes forget this isn't supposed to be a standalone game after all. I did like how they turned the progression in that area a bit more around it's head, but it still feels a little unpolished in some bits.
In fact, while I'm not against the idea of tickets and the capitalistic consumerism message it brings with it, it also feels somewhat unnecessary. I like how Anemoiapolis was supposed to be a place folks were supposed to live in, with currency and room for businesses and stuff, but at the same time, part of me wishes that was never clear at all. The purpose of Liminal Spaces is either purely ambiguous to us , or downright non-existent, and we'll never be sure of it. I always like to describe them as "AI generated rooms that try to replicate human spaces", and while the movies in the theater imply that as well, I feel like the attempt of creating a space for humans played a part as well. I'll respect it if that was the intention tho, this is merely my perspective on Liminal Spaces after all.
Speaking of the Movie Theatre, I didn't like how it ended. Felt a little too surrealist/weirdcore to me. Like, a white void in a cinema screen, with a bridge of giant tickets that lead to a floating elevator door? Now that feels like a dream, but a lot more separated from the somewhat realistic feels of liminal rooms in my opinion.
Also the final area you visit is pretty lame. It's randomly generated, and you can very easily find an exit. It's short, has very little impact, and it's a big letdown, given how the game was leading up to it as "the mysterious fifth area that wasn't there before". The messages you get when you open the doors to "go to the next level" or "replay the intro" make it feel a little too video game-y, and the animations of the water in the bathroom taps just... stop when you clos the tap. It feels a bit unpolished, given how it's a very early area in the game.
At the end of the day, it feels like, instead of further expanding from the sizeable meal they had in the beta... they added a bunch of side dishes, and relegated the previous main dish to be yet another side dish, and one you usually eat late into the meal, despite being the most well cooked one. And then for desert, you get a brick, and the promise of another meal in the future, hopefully a better one too.
Those rants aside, I feel like they could've kept the hub world, but instead of making the locks feel so arbitrary, and relegating the pools to be just another world (and a late one at that), they could've made the mall area you stumble into after leaving the pools the hub world itself, with each area you visit being another "store" in the area. Instead of tickets, you'd either just enter the area through the doors, find a way around to get inside it (like the In n' Out that's in the game), or you'd need to find a key to open the locked door. Maybe the way to leave the mall would be through a locked door that leads to maintenance tunnels, with you needing to look around to find a spare key for those. It's a lot more natural feeling than arbitrary paywalls for tickets or used elevators.
And think about other areas they could have, like arcades, the aforementioned maintenance tunnels, somewhat more furnished office rooms, underground parking lots, storage warehouses Ikea-style, playrooms for kids, food courts, empty supermarket shelves and halls, maybe even flooded hallways and decayed versions of these rooms as well, with broken walls and ceiling lights, and electric wires falling from the ceiling. It's a few suggestions that I'm sure they're saving for the next chapters, but it remains to be seen if folks are willing to pay more for further chapters of this series.