This game looks awesome, but I am having trouble purchasing it. For some reason it is saying my card's zip code is not valid and I know it is. Is there something I should know?
PROTOTYPE MANSION - USED NO COVER
A downloadable classic horror game for Windows, macOS, and Linux
Frank found this cheesy old game in a bin out back. Not sure when it was made, or if it ever got a full release, but the disc's in good condition.
Our last 32-bit kit died last summer so I have no idea what it's about. If you still have one laying around though - dig it up, dust it off. Hopefully it still works.
Used no cover.
- Classic style survival-horror gameplay => tank controls optional <=
- Campy humor, quality voice acting
- 32-bit low-poly visuals, janky models
- INVESTIGATE EVERYTHING
- Bargain bin price
|Published||Nov 10, 2017|
|Platforms||Windows, macOS, Linux|
|Release date||Nov 09, 2017|
|Tags||32-bit, Singleplayer, Story Rich, Survival Horror, Violent|
|Average session||About an hour|
|Mentions||itch.io Recommmends: Games?|
In order to download this classic horror game you must purchase it at or above the minimum price of $1.99 USD. You will get access to the following files:
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I'm not sure.
The purchasing authentication goes through itch.io. Maybe their support can assist you?
Sorry for the trouble, but I am trying to play the game with a PS4 controller and it isn't working.
I used also InputMapper as well, but it make the character circle around while holding the gun the character.
Any help is appreciated. Thank you
So the PS4 controller's driver is really weird.
The L2 and R2 triggers read in the range of -1 to +1. Where -1 is depressed. And some inputs overlap.
This is completely different from ALL other controllers out there that read 0 to +1 or 0 to -1. Where 0 is depressed, and absolute(1) is pressed.
This is why your character is spinning when you hold aim, it's registering it as a -1 to +1 input on the rstick which rotates your character.
I've since written a completely new input manager that recognizes PS3 and PS4 controllers and accomodates it. It's going to be in the update that is released later this month.
In the mean time I'd suggest mapping 'AIM' to something like R1 instead of R2. If you give me a moment I'll go grab a PS4 controller and try to come up with a mapping that works and post it here... it's my roommates controller though so I have to wait for him to get home.
Thank you for your time. I will wait for your news then. Cheers!!!
So here's what I did to get somewhat suitable controls with PS4 controller in the current released version.
When you start the game in the settings window select input settings. For all the inputs double click the entries and set it to what you prefer.
Then for 'Digital Aim' make the secondary the R1 button (or L1 if you prefer).
Then for 'Analogue Aim' you need to set it to some analogue input that is 0 when not pressed. On the PS4 controller I went with the D-Pad Y-axis (up on the d-pad). Since I use the L-stick for movement, the d-pad doesn't do anything.
I did as you asked, but sadly even if now that the problem with the menu stopped, my character still circle while aiming...
Are 'Analogue Aim' and 'Analogue Right Joystick X' set to the same values?
If not, there might be an issue with your R-stick. PS4 controllers often will read values from the R-stick oddly I've found. They don't zero out correctly. Try disconnecting the gamepad and reconnecting with the sticks in the center (as best you can). Also make sure you don't have any secondary remapping software running. And then in game once it's started waggle the stick slightly which should zero it out.
If that doesn't work, there's not a whole lot more I can do for ya as I don't know your controller setup.
As stated before we are going to be releasing an update soon that has upgraded controllers support. Although if your problem is related to a remapping tool or anything, there isn't a lot I can do about that even in the newer version as it's related to the controller and not the game.
Either way, expect a beta version of this update in the next week or so. The artist is currently doing a polish pass on the lighting.
Does Chapter 2 has it's own page on itch.io or is it going to be in one pack or dlc in this game page?
It'll have its own page.
It's going to be called 'Garden Variety Body Horror', if you follow us you'll be alerted of its release.
Haven't gotten very far in it yet... but a few notes so far:
- Mac version says it's not optomized.
- Gamepad controls don't work for me. I can move, but none of the action buttons work, so I had to switch to keyboard.
- Keyboard controls aren't listed. I figured out space/enter is interact and shift is run, but I couldn't find the shoot button. First zombie killed me because I can't shoot. The splash screen input listings aren't helpful either, I eventually found right-click to aim even though that's not listed in the controls.
- Rebuilding the game with a newer Unity version to optimize it.
- Use the InControl asset for (almost) universal gamepad support.
- Get rid of the splash screen, make an in-game menu to change graphics settings and remap controls.
We're working on an updated version to be released near the end of the month.
It uses my newer input manager to replace the crappy Unity one. Currently it's configured for X360 controller and to modify it you have to use the garbo unity input manager when you start the game. The new input manager I wrote auto-detects most controllers, and has an in game menu to change inputs if you don't like the default.
We can not move to a newer version of Unity for this game. We will be moving to the newer Unity in our future games after this series is done.
Splash screen removal requires premium Unity. We are not currently at the budget level to afford doing so (this is a 2-man project done in our garage).
Inputs are defined in the title screen under 'Controls'. In the newer version that comes out later this month the controls screen will also appear in the pause menu. On keyboard/mouse you hold right click to aim, and left click to fire (if you're on mac with one button mouse, you're sort of shit out of luck in the current version).
- Looking forward to the updated controls. I typically use either a Logitech or PS4 controller so hopefully those are supported.
- Can't move to a newer version of Unity? Well, anyway, I was getting the same message on many apps, yours was just the first. Turns out it's because Apple is dropping support for 32-bit apps. If you replace this with a 64-bit build from the same Unity version, it should fix that (and prevent support from being dropped by Apple entirely in a couple months)
- To get rid of the splash screen, go to Edit, Project Settings, Player. In the inspector, go to the Standalone Player tab, Resolution and Presentation, and change Display Resolution Dialog from "Enabled" to "Disabled". I don't think you need the pro version.
- I don't think there's actually such a thing as a one-button mac mouse, not for 15-20 years. Anyway, I don't know of any Mac gamers who even use Apple mice. I use Razer.
Oh you're not talking about the splash screen (where it says 'made with unity' on startup). You mean the configuration window that appears before the game starts.
Yeah, that's there because it's where you can configure the inputs for your controller.
Yeah, the update supports PS4 controller. And of course the config window will no longer be there since we've changed out the input manager. These are the profiles I've defined so far:
And yeah, we can't move version. We're on version lock since updating to Unity2017 would be a huge amount of work. There's no point in doing that, it doesn't have anything we need.
Great job! You guys deserve a pat on the back for this, I totally loved it! I hope development is going good on Ep. 2, I can't wait! Best of luck :D
Gave it a go...
Wow, the game is awesome, and its only the First Episode! I loved the old school feeling. Have been looking for something like this for months. Can't wait the next releases!! I really hope that the next games introduces us with inventory and other weapons, and more exploration and puzzles o//
Loving it so far! Only one problem - I can't aim with a dualshock (PS4) controller. The trigger opens the pause menu. And when using mouse and keyboard Cass starts spinning when I aim, so not ideal :P Hope you can work in full controller support - I use Rewired myself and it's done a great job for me so far.
That's awesome! Can we get the files to print our own cd covers? I love it!
Any plans for a steam release?
Just finished the game. I really think it has potential if reworked a bit but for what it is I did enjoy it a lot. Super happy to support and play. Everyone should definitely try it. I'll tell everyone I know.
I just finished your review. It was excellent. Thank you for playing and for taking the time to write it! We're taking many notes for the next episode (and future fixings of this one) -- so every bit helps. Stoked you enjoyed it!
Can I ask what engine this game was developed in please? I read through your website and saw Unity mentioned in a couple of posts, but I wasn't sure from looking at material for the game if it was made with Unity or an entirely custom engine. I'm mainly asking because this game looks GORGEOUS for a Unity game if it is one.
Yes, it was done with Unity.
Unity 5.6.3f1 to be exact.
Artist here - thanks a lot! Unity gets a bad rap because of how many people use ONLY out-of-the-box visual features. But you can make just about any engine look any way you like if you just climb up under the hood for a bit.
That being said, this look took a long time under the hood.
A game like this for only a few dollars is an absolute steal. You could be asking for much more so I appreciate how much work probably went into this game. I just hope the low price will bring a lot of people in to play your game because it needs to have many people playing it.
The game is certainly high quality. It's difficult, but you certainly can find out a way to beat it after several times of retry. At first I hate that I must start over again and again, but I certainlly get better and start to thinking about resources management and saving my bullets. This certainly reminds me of the old Resident Evil, and this one is in great quality. Should I be the spoiler that I love the hidden room in this game. At first I thought the hidden room is impossible to break, but I eventually got the nice upgrade without taking any damage. Good Job, thanks a lot for your work! By the way, I hope that it could have a saving feature so that I don't need to start all over again after I quit the game.
Last release v1.0.014 has checkpoints between each major section.
Adding 2 more checkpoints to the game now.
Episode 2 will introduce a more robust saving feature.
This is amazing guys ! Kinda difficult I must say, even if I'm used to play such games as Resident Evil early series. But YOU managed to create what I had in mind for years now ! :) Thanks a lot !
Awesome! Thanks for the kind words, it means a lot to us.
That downstairs area can be a real pain in the ass, as there is no save until the [REDACTED]. We'll be updating the save system soon in a few important ways. Can't promise it'll make the enemies any easier though!
For sure I don't want them to be any easier. But for now, I guess I have to learn by heart where are ammo and plants to do my travel, which is more like puzzle than action thing ;) A save feature would for sure make things more engaging !
Btw I loved The this game. I Gave It 4 stars in rating
Will there ever be a Linux version?