[–] ▶ №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
>>15081019What will he do (except for shape shifting)?
▶ №15081093[Quote]
Bump
▶ №15081116[Quote]>>15081123
>>15081038He 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
>>15081116We can't kill monsters in my game (at leat conventionally, there won't be weapons), how could you tell?
▶ №15081152[Quote]>>15081183
>>15081123There could be an item that you activate that explodes him then or something
▶ №15081183[Quote]>>15083546
>>15081152I 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]
>>15081320I'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
▶ №15081649[Quote]>>15081656
>>15081630No. Going down to floor 1 and put of the building is the goal. Stairways are resting places between the he floors
▶ №15081656[Quote]
>>15081649Retarded phono ruins my typing
▶ №15081723[Quote]
>>15081639Who's that and wha does xe do?
▶ №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]
>>15081747Yeah put him in one big room and you have to go around him without being stabbed or eaten.
▶ №15081804[Quote]
>>15081766I think with how the game is, such loss of progress will be very tedious to deal with
▶ №15081829[Quote]>>15081846
>>15081762Yeah, I remember squirrels. But not the laboratory part, I think you said there'd be trees or something like that yeah
▶ №15081846[Quote]
>>15081829That guy was someone else, I changed the idea a bit.
▶ №15081873[Quote]>>15081978>>15081992>>15082014
>>15080972How 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
>>15081873While 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
>>15081873What 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]
>>15081978Great minds think alike
▶ №15082014[Quote]
>>15081873So 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
▶ №15082040[Quote]
>>15081947For 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
>>15082050This 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
>>15082057Yeah, 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
>>15082057could 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
>>15082067Do you have the first thread archived in case we’re forgetting a good idea?
▶ №15082103[Quote]
>>15082084No, I don't know how to archive. I just memorised everything that we had a concrete idea on o algo
▶ №15082110[Quote]>>15082125>>15082145
>>15082082That might be a bit too similar to the construction guy mechanic, or are we replacing that with this guy? o algo
▶ №15082125[Quote]
>>15082110Ehh, 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
>>15082110Although 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]
>>15082145And 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]
>>15082164What? Nigga how is ts changed? Get that furnigger fetish brimstone outta here
▶ №15082184[Quote]
>>15082164Even 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
>>15082189I'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
>>15082207Have 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 threadgeeeeeeeeeg
▶ №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
>>15082236I 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
>>15082250Yeah. 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
▶ №15082331[Quote]>>15082342
>>15082298The 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
>>15082331Ohh, so we’d still have to juke the snake and avoid the spike coming out of its sides?
▶ №15082343[Quote]
>>15082342If so then I’m ok with it.
▶ №15082353[Quote]>>15082368
>>15082226Honestly, 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]
>>15082342Exactly. 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
>>15082353D’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]
>>15082368Essentially, 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
>>15082368I 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
>>15082440Oh 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
>>15082478Environmental/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]
>>15082478One 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
>>15082478I 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
>>15082530Oops, I already wrote down two design ideas for the monsters:
>music box monsterAs 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 monsterMake 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
>>15082549Is 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
>>15082604No, there should be plenty of free assets
▶ №15082645[Quote]>>15082649>>15082704
>>15082628Ok, 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.
▶ №15082704[Quote]>>15082736
>>15082645I'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/boomboxI 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 monsterI didn't watch doctos Who so dunno about this one. Could just be some wall of flesh
▶ №15082736[Quote]>>15082760
>>15082704Ok, 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>OverbloatingYeah, 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]
>>15082731Yeah 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
>>15082760I 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
>>15082783Oh 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]
>>15082783Of 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
>>15082783What 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.
▶ №15082834[Quote]
>>15082797>Wirecutters for a tripwireYou 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
>>15082819We already decided that in the previous thread, I remember
▶ №15082876[Quote]
>>15082844Just 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
▶ №15082942[Quote]>>15082965>>15082995
>>15082840I 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]
>>15082942Gemmy idea again that I didn't think of
▶ №15082979[Quote]
>>15082896We 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
>>15082942The 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
>>15082605Visual hallucinations would also be cool, but I think we have enough monsters already
▶ №15083022[Quote]>>15083067
>>15082995Remember, 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
>>15083007Would 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
>>15083022Yes, 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
>>15083039I 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
>>15083007If 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
>>15083067Noooo! 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
>>15083088Actually, 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
▶ №15083184[Quote]>>15083194>>15083207
>>15083131Well, 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
>>15083079I 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
>>15083184Trading 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]
>>15083189Honestly, maybe we can add another gimmick to the office
▶ №15083207[Quote]>>15083216
>>15083184Sorry, 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
>>15083207No, 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]
>>15083194Yes 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]
>>15083216Damnit! I’m getting too excited.
▶ №15083258[Quote]>>15083354>>15083361>>15083388
>>15083236I’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
>>15083236I 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
>>15083236I 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>>15083287Sorry, Lesotho internet is really coally today
▶ №15083354[Quote]
>>15083258Well, 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
>>15083258And super quiet is the security guard's thing, you have to use the radio for him
▶ №15083388[Quote]
>>15083258If 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
>>15083361Ah 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]
>>15083403Like 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
>>15083403Nah, 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
>>15083420Oh! Oh this is timed? If so then it’s good as is.
▶ №15083438[Quote]>>15083490
>>15083420And 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
>>15083430Yeah, since it's more slowburn, I thought you'd have a time limit until "lunchbreak"
▶ №15083461[Quote]>>15083467
>>15083450So 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]
>>15083461And more fast paced bosses will be time-less
▶ №15083490[Quote]>>15083516>>15083528>>15083562
>>15083438Got 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]
>>15083490I’m thinking of that live action Alita battle angel movie, that’s how big I want his eyes to be.
▶ №15083528[Quote]>>15083541
>>15083490I want it to look like he has a lot more facial muscles than the average human, that’s what I mean by more wrinkles.
▶ №15083558[Quote]
>>15080964 (OP)/x/´s sanest warrior
▶ №15083562[Quote]>>15083596
>>15083490For 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.
▶ №15083596[Quote]>>15083607
>>15083562So lot's of wrinkles, but no facial features?
▶ №15083607[Quote]>>15083675
>>15083596For the workers. The manager has facial features, also more wrinkles then the workers
▶ №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]
>>15083607Ok, 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