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Almost My Floor

Almost My Floor - point & click detective in a frightening atmosphere of sinister nightmares. Each step may end up fatal. Solve the mystery of the house #9 residents or go crazy. Labyrinth of endless floors will not let go of their victim without a fight.

Lately I’ve been busy adding gameplay scenes to the game and clarifying my understanding of what kind of game I’m making and what mechanics I want to implement. [previewyoutube=UUgRa0G3R1w;full][/previewyoutube] Because I want to make my story as interactive as possible, I chose a few core mechanics that are also ways to get through certain situations. Point&click: collecting and using objects, puzzles. Action scenes: fighting monsters with the help of superpowers, quicktime scenes. Stealth: you don’t have to go ahead, but bypass the danger. Distract opponents and take advantage of the environment. Choice of events: in dialogues, in tactics of fighting monsters, in action scenes. I’m already beginning to better understand what kind of game this Almost my floor: duality will be. There will be quite a lot of mechanics, you can fight monsters, fight them, run away, be smart and avoid dangerous situations. The main thing is I want to tell a story. the story of heroes who find themselves surrounded by fear at the worst moment of their lives. How will they cope? Depends on the player's decisions. Maybe they won't cope at all. The heroes have superpowers that contribute to the choice of a certain passage option. But they are not obliged to do so. [img]{STEAM_CLAN_IMAGE}/37568114/ceb8a63b5d807472ed2e82769a002206d2b5856e.png[/img] All images are based on the author's real fears and nightmares. Even the initial idea of ​​the elevator taking you somewhere to an impossible floor number is one of my frequent nightmares. Feel free to add it to your wishlist if you haven't already (and it's highly recommended). This adds a lot of motivation for me as a developer. [img]{STEAM_CLAN_IMAGE}/37568114/4ca9ec5c560a85a8b02fade91c12996384e0b9bd.jpg[/img]