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 15080964[Last 50 Posts][1][2][Quote] [Voice Chat]>>15081762>>15082820>>15083558>>15083608

Yesterday we thought of:
<Regular monsters
>Behind door nigger
>Reaction monster (QTE-like)
>Slow follower
>Grenade trap
>Music box monster
>Flashlight stealer
<Bosses
>Office: manager and creepy people
Itt we continue thinking of monsters. This time we think of 3 more bosses and boss locations

 15080972[Quote]>>15081873

Here's my idea with the fuse boxes
>The bureau
>You find a radio in the lobby
>The monster is the security guard
>The bureau starts very dark, with many closed electric doors
>Every time you find and fix a fuse box, parts of the location will light up,locked foors will open, and some security cameras will be enabled
>The more you fix, the more you see, the more visible you are
>Security guard is alert to visials from cameras and sounds, but is also quiet
>To know where he approximately is, you have to turn he radio on
>The louder the radio is, the closer the monster is
>And he can also hear your radio sounds, so don't overuse it

 15081019[Quote]>>15081038

A constant shapeshifting distorted 'jak

 15081038[Quote]>>15081116

>>15081019
What will he do (except for shape shifting)?

 15081093[Quote]

Bump

 15081116[Quote]>>15081123

>>15081038
He consumes things to grow larger
If he consumes you, you go to a corrupted dark dimension, but you can open a safer portal that leads there by killing him

 15081123[Quote]>>15081152

>>15081116
We can't kill monsters in my game (at leat conventionally, there won't be weapons), how could you tell?

 15081152[Quote]>>15081183

>>15081123
There could be an item that you activate that explodes him then or something

 15081183[Quote]>>15083546

>>15081152
I dunno about the dimension stuff, the game plays inside a 12 story tall building. But if a monster consumes stuff as a mechanic, them maybe we could find bait and throw it in a dangerous place. The monster is lured and killed

 15081242[Quote]

Bump

 15081320[Quote]>>15081327

itt op is too lazy to design xis own game

 15081327[Quote]

>>15081320
I'm just discussing ideas with people

 15081619[Quote]

Ok, here's another idea:
>Construction
>Monster is a buff retard that charges at you
>Can bust through walls, making ways into new rooms
>Once you find the room with the exit, you have to bait him into busting the door open
>Retard breaks through the door and subsequently goes through the stairway's rails, falling into the abyss
>You can now proceed downwards

 15081630[Quote]>>15081649

A monster with long hands who can grab you and drag you down to other floors

 15081639[Quote]>>15081723

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Lyrans

 15081649[Quote]>>15081656

>>15081630
No. Going down to floor 1 and put of the building is the goal. Stairways are resting places between the he floors

 15081656[Quote]

>>15081649
Retarded phono ruins my typing

 15081665[Quote]

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stealing all of these ideas for my own game geglmao

 15081723[Quote]

>>15081639
Who's that and wha does xe do?

 15081747[Quote]>>15081778

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make a blud that has a snake body that has multiple spikes come out of different locations on the body every few seconds while moving.

 15081762[Quote]>>15081829

>>15080964 (OP)
I thought up a boss floor with squirrels last thread but I don’t think anyone saw it so I’ll post it here too
>you’re in a laboratory with a bunch of squirrels in cages, if you get too close they’ll get out rid the cage and run after you for a bit before returning to the cages
>squirrel bites don’t do much damage and you can walk past a bunch of them without angering them but, once you get to the exit, a spooky doctor blocks the door and says you have to feed the squirrels nuts before progressing
>you can only have a few nuts at a time and, if other squirrels see another one with a nut, they’ll chase after you until they get one as well
>once most of the squirrels are fed nuts, a few more will come out of vents to surprise you or flank you if you’re being chased, these new squirrels are skeleton squirrels so you can’t feed them
>the squirrels all have human faces to make them look scary

 15081766[Quote]>>15081804

>>>15081630 (You)
>No. Going down to floor 1 and put of the building is the goal. Stairways are resting places between the he floors

Ok have him drag you up the flors

 15081778[Quote]

>>15081747
Yeah put him in one big room and you have to go around him without being stabbed or eaten.

 15081804[Quote]

>>15081766
I think with how the game is, such loss of progress will be very tedious to deal with

 15081829[Quote]>>15081846

>>15081762
Yeah, I remember squirrels. But not the laboratory part, I think you said there'd be trees or something like that yeah

 15081846[Quote]

>>15081829
That guy was someone else, I changed the idea a bit.

 15081873[Quote]>>15081978>>15081992>>15082014

>>15080972
How fast would the guard be and how could you lose him? These mechanics wouldn’t matter if the guy’s super slow.

 15081947[Quote]>>15082040

Ok, here's what I think:
<Spike snake idea:
>Location is a heavily rundown hallway with rubble and debris piles
>The spike snake patrols the trench below
>You have to jump between the debree and trash piles not to anger it
>Sometimes you may have no choice but to fall into the trench and make a run for the furthermore trash pile, while the spike snake is chasing you
>Basically it's like that Amnesia water section
<Squirrel idea
>Solid idea I think, makes you think about your limited inventory

 15081978[Quote]>>15082000

>>15081873
While I was thinking about other stuff, I'd like to add some more to j guard idea:
>Once the electric doors are open, you can close them
>If you open them, the guard will hear and move to the door you opened
>If the guard sees you (directly or through camera), he will chase you very quickly
>You can close the electric doors to stall him, it takes some time for him to open them
>If he doesn't see ou for a while, he goes back to patrolling

 15081992[Quote]>>15082023

>>15081873
What if the bureau floor has a lot of rooms with multiple doorways to them. You can close these doors while the guard is chasing you and, while he will open them, if you run off to some other room he’s not gonna follow you then. That way the cameras can still be a threat cuz now he knows where you are and he won’t be as discouraged from chasing you. Also give him (and the manager from the office level) a movement speed slightly faster than the player to keep pressure on them to do the thing to avoid them.

 15082000[Quote]

>>15081978
Great minds think alike

 15082014[Quote]

>>15081873
So basically the guard has SEVERAL ways to start a chase, and environmental awareness is key. But unlike the manager, who you hide from in plain sight, this guy you must keep distance from at all times

 15082023[Quote]


 15082040[Quote]

>>15081947
For the laboratory, I’d also like it if you can carry empty cages and place them somewhere else. That way you can strategize which squirrels you want to provoke and which ones you want to super provoke by giving others nuts (remember, once they’re super angry, they won’t stop chasing unless you give them a nut).

 15082050[Quote]>>15082057

how about some blind retard that's carrying a weapon on his side and only that can kill him, so you have to sneak up to him to steal his weapon then kill him? could either be lodged into him or just carrying it

 15082057[Quote]>>15082067>>15082082

>>15082050
This could be a final boss thing, OP doesn’t want his monsters to die but maybe the end of the game could be an exception?

 15082067[Quote]>>15082084

>>15082057
Yeah, we can make an exception. I just don't want the ability to kill to turn survival horro into murderhobo. So if there's a genuine mechanic behind killing, it'd be more fun

 15082082[Quote]>>15082110

>>15082057
could be like kinda like manhunt's final boss (but blind)
as in, blind retard with a chainsaw or some other powerful weapon that charges at every noise
maybe you'd have to lure him into doing something that stuns him (like ramming his chainsaw into a heavy wall so it get stuck) so that you can take the weapon because otherwise he notices and hits you

 15082084[Quote]>>15082103

>>15082067
Do you have the first thread archived in case we’re forgetting a good idea?

 15082103[Quote]

>>15082084
No, I don't know how to archive. I just memorised everything that we had a concrete idea on o algo

 15082110[Quote]>>15082125>>15082145

>>15082082
That might be a bit too similar to the construction guy mechanic, or are we replacing that with this guy? o algo

 15082125[Quote]

>>15082110
Ehh, construction guy was a brief idea from the top of my head that's more of a placeholder. I'm all for killing the final boss. And as I said, it's more of a victory lap, so it's more fastburn

 15082145[Quote]>>15082156

>>15082110
Although we could mix the two ideas:
>You find a weapon
>You find the monster
>You provoke him he charges
>His weapon gets stuck in a wall you come from behind and smack him
>Repeat until he dies
>Take his weapon and break through the exit door

 15082156[Quote]

>>15082145
And to make it more interesting, after each strike you have to find a new weapon somewhere else

 15082164[Quote]>>15082182>>15082184>>15082235

>very tall building
>you have to get to the bottom
>monsters
>4th reason
<nusois are just making changed
kek!

 15082182[Quote]

>>15082164
What? Nigga how is ts changed? Get that furnigger fetish brimstone outta here

 15082184[Quote]

>>15082164
Even for this is more like 123 Slaughter me Street

 15082189[Quote]>>15082207

are there any friendly npcs? if so, there could be a sick bastard skinwalker that impersonates a friendly and talks quietly to get you to come closer, but when you get close he reveals his true form and starts attacking

 15082200[Quote]

Also I’m 4eb!JZlb. I had to refresh my phone because I “failed an integrity check” or something.

 15082207[Quote]>>15082226

>>15082189
I've thought of a kike that could appear on the stairwells between levels to sell you stuff, but decided against it. Other than that, no friendly npcs

 15082226[Quote]>>15082316>>15082353

>>15082207
Have you thought of what the story is aside from the basic premise? We can make some ideas based off of that.

 15082235[Quote]

>>15082164
>i baited 33% of the people in this thread
geeeeeeeeeg

 15082236[Quote]>>15082250

I think that the 4 boss levels are complete:
>Office
>Bureau
>Trash trench
>Squirrel lab
Let's decide on the design of the 1st floor and the monster there

 15082250[Quote]>>15082289

>>15082236
I like construction/chainsaw monster idea but it feels a bit lacking for a final boss, could there be multiple other monsters that don’t attack you but block your way so the big guy has an easier time charging into you?

 15082289[Quote]>>15082316

>>15082250
Yeah. I just don't have an idea on how/what to add to aid him

 15082298[Quote]>>15082331

I think the snake monster is underutilized in the trash trench idea, if you could just jump over it then you wouldn’t have to interact with the spikes coming in and out of it’s sides

 15082316[Quote]

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 15082331[Quote]>>15082342

>>15082298
The risk isn't in jumping itself. You have to be certain you'd get your ass to the other trash pile, and miscalculating the snake's speed can get you killed

 15082342[Quote]>>15082343>>15082363

>>15082331
Ohh, so we’d still have to juke the snake and avoid the spike coming out of its sides?

 15082343[Quote]

>>15082342
If so then I’m ok with it.

 15082353[Quote]>>15082368

>>15082226
Honestly, I don't have a story. The premise is that you buy yourself a new apartment for cheap in some strange town, and get drunk alone/with friends to celebrate. You wake up, and boom - you're in some alternate town with monsters. Now you need to gtfo

 15082363[Quote]

>>15082342
Exactly. You can jump from pile to pile where you CAN, but sometimes you just have to jump down and book it as fast as you can

 15082368[Quote]>>15082427>>15082440

>>15082353
D’ok, would you like this game to be an opportunity to comment on modern life? I have a few ways we can do that with the creatures we have (office is self explanatory, music box monster could be a twisted fat soyboy, etc.)

 15082427[Quote]

>>15082368
Essentially, my idea for the story is that, instead of going down the building, you’re going up to reach something. The building itself is an eldritch reflection of everything wrong with modern society and the thing at the top could be something of unique cultural value that the building want to keeps away from da goys so they can keep eating their goyslop. Does that sound interesting to you?

 15082440[Quote]>>15082478

>>15082368
I don't want it to be super deep. Just very simple co-op "gtfo from monsterland" type shit. But there's always room for depth, as long is it's not too much. Although it'd be funny to see somebaldi making shit like "Nigger behind door - monster analysis", like that "incredible gassy dogwhistle". Genuinely made me geg. As for the atmosphere, I wanted it to be some 3rd world commieblock

 15082478[Quote]>>15082530>>15082541>>15082549

>>15082440
Oh yeah that’s understandable. I do have a few interesting monster design ideas if you want to hear them. For instance, what if the flashlight stealing monster is actually the only other normal guy in this building, but he wants to stop you from escaping because he’s a homeless crack addict and wants you to die so he can take your money.

 15082530[Quote]>>15082597

>>15082478
Environmental/design storytelling is good. It doesn't clutter you gameplay and mind, but it's there if you're interested in paying attention. Like I said, the place turns into some alternative world, where your "normal" shit is twisted into a reflection, like the office with pretending to work in the face of a monster or the bureau being a mini-surveillance state. I still have no designs for normal monsters, just ideas

 15082541[Quote]

>>15082478
One last idea for the final boss: once you only need to hit him one more time before he dies, every creature that isn’t a boss comes down and tries to attack you as well.

 15082549[Quote]>>15082604

>>15082478
I think I said it in yesterday's thread, but this was supposed to be a prologue to a bigger game hence its' small size. I'm all for a serious project with an actual story, but there needs to be a bigger, serious foundation. And that's outta my scope. So I want to lower my standards and learn how to make a glorified walking simulator with roguelite elements and minigames first though

 15082597[Quote]>>15082731

>>15082530
Oops, I already wrote down two design ideas for the monsters:
>music box monster
As said before, fat soyboy, maybe he doesn’t have a head and you can see human teeth in his throat as he’s quickly stomping towards you
>slow monster
Make him like that one villain from doctor who that’s just a sheet of flesh, except it has tendrils with suction cups on its ends which helps it move and get you if you’re in a room and not the hallway (also give it sharp teeth, a reptilian snout, eyes around it’s body that are just sunken pits, and dark grey skin)

 15082604[Quote]>>15082628

>>15082549
Is it hard to get a unity asset of a homeless guy?

 15082605[Quote]>>15083007

add a monster that induces hallucinations on you that block your vision

 15082628[Quote]>>15082645

>>15082604
No, there should be plenty of free assets

 15082645[Quote]>>15082649>>15082704

>>15082628
Ok, well I think I’m ready to just focus on how the monsters look but I’m ok if you don’t know how to model stuff.

 15082649[Quote]

>>15082645
>integrity check failed, please repost and try again.

 15082704[Quote]>>15082736

>>15082645
I'll find some placeholders. Right now my main concern is the code. That's why I made these threads - I'll finalise the ideas with your help while I have some time before sleep so I could focus on coding when I have 2 weeks off>>15082645

 15082731[Quote]>>15082766>>15082844

>>15082597
>Music box/boombox
I was imagining some sleepy lazy fat freak, and you need to turn it off befor he wakes up. Pretty similar to yours, just not an active threat
>Slow monster
I didn't watch doctos Who so dunno about this one. Could just be some wall of flesh

 15082736[Quote]>>15082760

>>15082704
Ok, well you don’t want to overbloat your game right? I feel like we have enough ideas already to make something interesting. I’d like to play test your game in the future though.

 15082760[Quote]>>15082783

>>15082736
>Overbloating
Yeah, I've cut the original idea by 80%. This game is more of a practice for me. Walking simulator I think I can make wih tutorials. The main challenge is roguelite elements
>Play test
I think itch.io is a good place to post a project like this. It's not too big, we have enough ideas for an interesting compact game

 15082766[Quote]

>>15082731
Yeah I wasn’t thinking he’d be, you’d have to find the music box in a random room each floor and keep winding it.

 15082783[Quote]>>15082797>>15082814>>15082819

>>15082760
I just realized we don’t have that many reasons to make players go into rooms and not just leave the floor. We have the music box, we have the closet you have to go in to avoid the QTE monster, and we have the batteries and loot, should there be exits that are locked and you’d need to find the key?

 15082797[Quote]>>15082834

>>15082783
Oh wait we also have the tripmines. What if you could jump over them but jumping is pretty janky, so you’d be encouraged to find tools to break the tripwire.

 15082814[Quote]

>>15082783
Of course. Key is one of the first items I've thought of besides the medkit. You can always try to speedrun the hallways (if you don't need to hide/loot), but some of them will be locked. This is one of the first internal design problems I had when thinking about gameplay

 15082819[Quote]>>15082840

>>15082783
What if you just had to go in rooms to avoid the QTE monster? Then you’d also have to interact with the behind-door guy in more stressful situations.

 15082820[Quote]

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>>15080964 (OP)
no munster coz all in teh head

 15082834[Quote]

>>15082797
>Wirecutters for a tripwire
You know, good idea, thanks. I thought that you just need to notice them and press a button to disarm. But now you need to find wirecutters to disarm the rigged door. Maybe even the door will be locked AND rigged, so ou need to find both items

 15082840[Quote]>>15082859>>15082942

>>15082819
We already decided that in the previous thread, I remember

 15082844[Quote]>>15082876>>15082900

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>>15082731
This is the villain I was taking about. She’s trans btw (actually, she’s meant to be the final step in vanity).

 15082859[Quote]

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>>15082840
My memory’s getting worse…

 15082876[Quote]

>>15082844
Just look up “doctor who Cassandra” if you don’t want to wait for MPA

 15082896[Quote]>>15082979

An evil, sentient stapler that drives nails into your feet if you idle for too long

 15082900[Quote]

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>>15082844
>Sentient foreskin villain

 15082942[Quote]>>15082965>>15082995

>>15082840
I was thinking they’d be in the hallway and not just doors. Those ones you could jump over, but jumping would be clunky to do (this would also make the snake fight more interesting)

 15082965[Quote]

>>15082942
Gemmy idea again that I didn't think of

 15082979[Quote]

>>15082896
We already kind of have that with the slow moving monster. It always follows you and it’ll get you if you don’t keep pushing forward.

 15082995[Quote]>>15083022

>>15082942
The snake, I mean. I dunno about the tight hallways being littered with mines combined with clunky jumping. I'm thinking about the game from a player's perspective - would it be challenging or tedious? Snake would be a bigger room, so you can jump or run around

 15083007[Quote]>>15083039>>15083088

>>15082605
Visual hallucinations would also be cool, but I think we have enough monsters already

 15083022[Quote]>>15083067

>>15082995
Remember, we have the wire cutters if players don’t want to jump over it and we also have medkits if players don’t care and would be ok with losing a bit of health. Remember last thread? It takes 4 tripmines getting you for you to die.

 15083039[Quote]>>15083079>>15083189

>>15083007
Would that work in the office boss floor? You get out of there by looking closely at computers, what if some of them could make you go blind for a few seconds if you don’t realize you’ve been tricked and look away fast.

 15083067[Quote]>>15083131

>>15083022
Yes, I remember. And I suppose we can make wirecutters infinite to make it less annoying, but they need to spawn in the same hallway as the tripwire, then

 15083079[Quote]>>15083189

>>15083039
I think a good minigame would be trying to keep your cursor on the computer screen as the manager passes through. Honestly, hallucinations sound like a trouble to code for as small as they are

 15083088[Quote]>>15083148

>>15083007
If you want to talk about monster designs, make the QTE monster a worm made of small and large balls of light. You know it’s coming when you hear office light buzzing and then it zooms through the hallway. If the slow monster’s there, then it takes extra time to stop and go back where it came.

 15083131[Quote]>>15083184

>>15083067
Noooo! Make them only a one time use and put less of them in the rooms then there are tripmines, so players will have to choose between jumping over them or taking damage to get it over with so they can deal with the more threatening monsters. I’m trying to think of how each enemy could complement the others. Making the player go through rooms more also makes them encounter the behind door guy and flashlight stealer as well.

 15083148[Quote]>>15083151

>>15083088
Actually, since you said it's a light worm. Maybe one of the telltale signs it's coming (besides the noise that's getting louder) would be a gradual increase in brightness. And when it leaves, the brightness goes back to normal. This way, if you didn't hhave a flashlight, you can still see the doors to hide behind so the worm won't get you in a dark spot

 15083151[Quote]

>>15083148
Yessss.

 15083184[Quote]>>15083194>>15083207

>>15083131
Well, since they're a one-time only, then rigged doors will have to go. Because if you waste wire cutters on a trap that's in the middle of the hallway, you'd HAVE to get damaged when opening a rigged door, and that's nigger design imo

 15083189[Quote]>>15083203

>>15083079
I feel like the office boss is the least developed out of all the others. It seems like it’s very easy as long as you memorize the pattern of the manager. Could there be any way to make it more interesting like the blindness idea (>>15083039)?

 15083194[Quote]>>15083231

>>15083184
Trading health should be a "heat of the moment" scenario, where you just cant react to EVERYTHING in time. But reacting to everything should always be a possibility.

 15083203[Quote]

>>15083189
Honestly, maybe we can add another gimmick to the office

 15083207[Quote]>>15083216

>>15083184
Sorry, I keep forgetting stuff, although have tripmines out in the open instead of behind doors gives you more ways to handle them, as described.

 15083216[Quote]>>15083241

>>15083207
No, i didn't mean "behind doors" when talking about rigged. I meant "in front", so you'd notice them first if paying attention

 15083231[Quote]

>>15083194
Yes yes yes yes. What if, in order to make the jumps clunky, there’s a delay in you pressing the jump button and actually jumping? That way it’s harder to not lose health in a “heat of the moment” scenario but still possible if you’re skilled. Also make the jump small enough to where you have to get close to the tripmine to pull it off, adding tension.

 15083236[Quote]>>15083258>>15083285>>15083287

I still think "keep your eyes on the screen" is pretty cool in the office. Let's count the challenges:
>You need to keep an eye out for a free PC spot AND and ear out for the manager
>You need to look for turned on coloured screens for code pieces
>You need to keep your eyes on the screen when sitting behind a PC when manager passes by

 15083241[Quote]

>>15083216
Damnit! I’m getting too excited.

 15083258[Quote]>>15083354>>15083361>>15083388

>>15083236
I’d like it if the screens weren’t colored, the numbers are smaller, and the code needed is twice as long. I know you had the idea of the screen being blurry unless you got super close but it seems arbitrary to do that if the number will be super big. Also make the manager super quiet, so you’ll have to risk being spotted while trying to spot him.

 15083275[Quote]

We have 1/5th of the amount of replies to the soytan thread.

 15083281[Quote]

YOU REALLY SURE THAT YOU WANT TO?

 15083285[Quote]>>15083343

>>15083236
I think you're right, we need another gimmick to add to the office, it's way too slowburn to be interesting. So, since we have hallucinations in mind, how about this:
>Periodically, if you get close to a coloured PC screen to look at the code piece, then entire room glitches (all PCs turn on briefly , static plays, creepy people look at you)
>After that, the layout of the creepy people shuffles, the free spots are in different spots, and the coloured screen appears on a different PC)
>And the manager is coming back, so you have to quickly find the new free spot

 15083287[Quote]>>15083343>>15083388

>>15083236
I think you're right, we need another gimmick to add to the office, it's way too slowburn to be interesting. So, since we have hallucinations in mind, how about this:
>Periodically, if you get close to a coloured PC screen to look at the code piece, then entire room glitches (all PCs turn on briefly , static plays, creepy people look at you)
>After that, the layout of the creepy people shuffles, the free spots are in different spots, and the coloured screen appears on a different PC)
>And the manager is coming back, so you have to quickly find the new free spot

 15083343[Quote]

>>15083285
>>15083287
Sorry, Lesotho internet is really coally today

 15083354[Quote]

>>15083258
Well, the layout of the biome can be designed in a way to counter cheese like that (adding clutter to the desks). And the size of the number, of course

 15083361[Quote]>>15083403

>>15083258
And super quiet is the security guard's thing, you have to use the radio for him

 15083388[Quote]

>>15083258
If the manager is hard to spot, he'll insta you. His whole schtick is keeping tabs on where you can sit when he comes while trying to find coloured screens. So I think that periodic room glitches like >>15083287 are better than him being hard to notice. Hearing him coming is part of the horror - you have to "pretend to be busy" before he sees, kinda like a real workplace geg

 15083403[Quote]>>15083415>>15083420

>>15083361
Ah yes. So what if the free space computers could alert the manager you’re not a normal worker if you’re by them for too long. That way you’ll have to time when you want to go to the free space and it’ll be stressful in places where you’ll have to be at the computer for a while.

 15083415[Quote]

>>15083403
Like there could be spaces where the manager could easy spot you and he’ll look at you for a long time if you’re at that area’s free space

 15083420[Quote]>>15083430>>15083438

>>15083403
Nah, that's just extra clutter. You're already punished by the manager - you have to sit and lose time instead of trying to find a way out

 15083430[Quote]>>15083450

>>15083420
Oh! Oh this is timed? If so then it’s good as is.

 15083438[Quote]>>15083490

>>15083420
And there's already a minigame with keeping your eyes on the screen when he's near and a risk of a room shuffle glitch. Too many dangers can make it tedious

 15083450[Quote]>>15083461

>>15083430
Yeah, since it's more slowburn, I thought you'd have a time limit until "lunchbreak"

 15083461[Quote]>>15083467

>>15083450
So every time you have to sit down, every time the room shuffles and you loose the sight of the code piece - you look at the clock and panicm a bit more and more

 15083467[Quote]

>>15083461
And more fast paced bosses will be time-less

 15083490[Quote]>>15083516>>15083528>>15083562

>>15083438
Got it, now I have an idea for the design of the manager

Give him a big smile, lots of wrinkles around his mouth, and big eyes with slightly big Irises and pupils. Also make him a bit taller than you but not slimmer and make his eyebrows constantly raised. If he spots you, his smile gets even wider and his pupils shrink.

 15083516[Quote]

>>15083490
I’m thinking of that live action Alita battle angel movie, that’s how big I want his eyes to be.

 15083528[Quote]>>15083541

>>15083490
I want it to look like he has a lot more facial muscles than the average human, that’s what I mean by more wrinkles.

 15083541[Quote]>>15083592

File (hide): mrX.jpg 📥︎ (18.18 KB, 415x739) ImgOps

>>15083528
>Many wrinkles
>Lots of facial muscles
That reminds me

 15083546[Quote]

File (hide): 1770326220660r.mp4 📥︎ (1.88 MB, 560x560) ImgOps [play once] [loop]


 15083558[Quote]

>>15080964 (OP)
/x/´s sanest warrior

 15083562[Quote]>>15083596

>>15083490
For the workers, give them gray skin and no basic facial features but also make them frown. How could they still frown without lips or a mouth? Because they frown so exaggeratedly that you can see their facial muscles contorting.

 15083592[Quote]

File (hide): IMG_8494.jpeg 📥︎ (1.02 MB, 1170x1121) ImgOps

>>15083541
Yes like that, but more muscles around the lips. So many wrinkles it looks kind like a tree ring

 15083596[Quote]>>15083607

>>15083562
So lot's of wrinkles, but no facial features?

 15083607[Quote]>>15083675

>>15083596
For the workers. The manager has facial features, also more wrinkles then the workers

 15083608[Quote]

File (hide): Jumpscare.wav 📥︎ (727.18 KB) [play once] [loop]


 15083647[Quote]

assmuncher
it doesn't attack you from the front but it basically comes up from behind you and tries to climb up your ass. It's silent and is like a weird gremlin like thingie that clings onto walls or under things waiting for you to turn your back. Basically the user has to always be careful in case these things are crawling up his ass, if it gets you, it will show an animation of the thing crawling out of your mouth.

 15083675[Quote]

>>15083607
Ok, got it. It's late now, I'm off to sleep, so let's summarise what we've got itt:
<New stuff:
>Boss: trash spike snake. You jump between the rubble and wire traps to avoid the trench snake as much as possible
>Boss: security guard. You fix fuseboxes in the bureau, that unlocks doors and enables cameras and lighting. You have a radio to keep tabs on the guard. You can close the doors in his face
>Boss: Squirrel laboratory. You have to feed all squirrels with a limited nts supply. No more than 3 nuts in inventory
>Wirecutters for tripwires
>Last boss: chhainsaw nigga. Whack his ass from behind several times, then take his chainsaw and escape. Unfinished for now
>Addition to boss: manager has a "keep ers on screen" minigame, and periodic room shifts. You have 10 minutes to get out



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