Hi! Which engine you're using in development?
A downloadable game for Windows
Alucinod is a first-person puzzle game where you can walk up walls and manipulate gravity. Explore an abstract world and twist your way through warped spaces.
Alucinod is still in active development. There are still many parts missing or unfinished, however any feedback you can give would be greatly appreciated and would help in making this the best game it can be.
- Can be played with keyboard & mouse, or gamepad.
- Length depends on how much trouble you have with the puzzles. I would expect between 2-3 hours at most to reach basic completion.
- Mouse & keyboard uses WASD and mouse look, space to jump, left click to interact.
- I'm unsure of system requirements, however there are some basic settings you can turn down if it performs poorly.
|Published||83 days ago|
|Tags||3D, Abstract, First-Person, Gravity, mind-bending, Multiple Endings, Non violent, Physics, secrets, unreal-engine|
|Average session||About a half-hour|
|Inputs||Keyboard, Mouse, XBox 360 controllers, Gamepad (any)|
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This Game is already really incredible! But im stuck :( I found a wierd cube that vanished after I touched it and now i dont know were to go :/
Really neat concept! I haven't seen it done personally before aside from Fragments of Euclid, but this takes it to a different level i think. Played the 1.01 version at the time of recording and I had no issues.
On Windows Build, v 1.01 x64bit, I've find out that setting up a graphic configuration that increase or decrease the average fps results in a sensible variation in the character walk speed. You can verify it, in that puzzle at the beginning of the third session where there is a big red floor that you have to make emerge from the wall on your left and you have to use as a bridge to reach the passage to the next area. For me, reducing of an half the render scale (from 100% to 50%), with all other graphical properties setted at their lowest value, (screen resolustion = 1024x768), the fps increase from 15-20 to 40-70: with the first one the walk speed is so low that it's impossible to cross the bridge in time (really, I've tried many many times but I can walk only up to 2/3 of the "bridge" and a last jump is useless), while with the second one I crossed it easly and rapidly. I suspect that it's something related with the combination of the floor movement, the walking and the presence of many light on both sides fo the floor that require an higer elaboration time, in fact with the configuration that lowered the fps, untill I don't start that animation and I only walk in the room, fps it's around 20 but it drops to 14-15 when floor moves and I walk on it.
Thanks anyway for the attentions and your work.
Thanks for the report. I went ahead and reproduced it on my end, definitely not intended. The issue was the physics set to run at no slower than 30 frames per second clashing with player code that would attempt adapt to any frame rate. The next build should have a fix for it, making the game more consistent at very low frame rates.
holy shit. i did not expect to play such a well polished and astonishingly intriguing puzzle game tonight. i would have paid a few dollars to play this. absolutely incredible work for an independent game, as it's considerably lengthy with many levels to solve. very well done.
i will eat my hat if your game doesn't gain lots of popularity within a month.
i had to scroll way down before finding it amongst the smaller, lesser known titles that only but a handful of people have played. it's about as rare as the date Marchtember oneteenth that i find games that surprise me like this. little to no ratings, let's play worthy (but only but a few exist as of now), and overall just really excellent development (seriously, the optimization is GREAT for ue4). i very much look forward to your future projects, or an expansion for Alucinod, and wish you much luck in your future endeavours.