ACKCHEWALLY, it's an Arbalest, since it uses a winch to draw the bow instead of draw strength. In turn, the weapon can be used to fire much more powerful bolts - hell, you can even engineer it to fire multiple bolts before needing to be drawn at the cost of individual bolt speed.
@@lorenzpacis3249 arbalest or crossbow is semantics, bow is bow, it's like arguing that the Zweihander is either a Polearm or sword or that the Spadone is a Zweihander or a Longsword. Sword is sword the people who made these things did not care what you called it you know it when you see it
@@rocketdog5310 I can be wrong since I'm not a native English speaker and in my language this is true, but isn't the word "ammo" used to refer to any ammunition that a weapon may need? Like, the word "ammo" does not necessarily imply "bullet" or "firegun" Edit: not trying to say "crossbow ammo" is better than "bolts", just curious about the exact use of the word "ammo" in English and wondering whether the term is incorrect or just vague and imprecise
Suggestion: the current death screen feels a bit underwhelming (not sure if its just a placeholder or what). But I'd like to see some fairly brutal death scenes or something
hoping there some things that are still placeholders, the regular zombies have some pretty weird animation the walking / receiving damage animations all look pretty stiff and when they die they dont look like they fell over they look more like they are doing some weird backwards lean
Imagine that at the end of the game soilders arrive, but instead of saving you they think you are one of the mutants and try to kill you, with this you can make infighting by luring the monsters in the soilders line of sight.
well putting that in the end of the game is a bad idea (mid game would be better) but enemy marines and the mutants can make some very interesting combat scenarios, since they are trained marines you would have to always outsmart them instead of just blindly shooting them like the mutants and by outsmarting them I mean like catching them by surprise or sneaking past them (or infighting like you said)
The interactive inventory is really great. I could see a similar system come up for puzzle doors which require you to manually turn knobs or put it keycodes or pry loose vents etc. All great survival horror games are usually puzzle games as well and you've made such a great interactive menu system which would work perfectly for that. horror+puzzles work well together because the puzzles act as reason to go through that spooky hallway again, and maybe on the way through that hallway for the 3rd time something small happens like a chandelier falls or something has changed or a straight up jump scare gets you. Lot's of opportunities to squeeze out dread and horror when your trying to solve multi room puzzles
Puzzles are also great pacing in horror in general. Although, since this may be a short game, I guess this game can get away with neverending scary corridors & combat.
Not only all that, and they're really cool ideas too, is you can use puzzles to give rewards for the effort, which can help make survival easier, but act as potentially risky situations themselves by making you take your eye off the monsters.
The crossbow reload is hilarious, really creative. A little feedback on the gunshots: gunshots sound very different indoors vs. outdoors. Could be more immersive to add at least a good bit of reverb. I'm not sure it would fit your game, but you could also temporarily muffle the audio after firing a gun to simulate how loud they are.
ACKCHEWALLY, it's an Arbalest, since it uses a winch to draw the bow instead of draw strength. In turn, the weapon can be used to fire much more powerful bolts - hell, you can even engineer it to fire multiple bolts before needing to be drawn at the cost of individual bolt speed.
I really do like the touches of the visual alerts for rats, and the idea of speed = sound. It makes "quiet" gameplay much more accessible for those with hearing issues. Loving these dev-logs, I can't wait for release!
I can't remember if you've mentioned it before but a knife seems like a good weapon to think about putting in this game. Just something to use if you don't have the time to reload a gun normally or don't want to waste ammo on rats. Plus it also wouldn't be loud so that could be an element of stealth. Anyway great stuff, always excited to see more dev logs.
Considering how the resource management is already working, that might be too lenient. The other four weapons are all highly punishing and force you to tread carefully, and the crossbow in particular, the only other stealth weapon, is very slow. It would have to be a weak option. Like, a pistol shot but at melee range with similar cooldown, just so that humanoids can still get a lick in before being knifed.
I feel like the orangutan should approach the different ends of the ray casts in a random order to make it look more aggressive and sporadic. It looks a bit robotic moving in a defined circle as it is. other than that though, looks great and can't wait for a public release.
wondering if you'd ever add a system for health were certain health states makes your character generate groans / noises more based on how damaged they are.
@@murdocpissingcompilation It's a 2d flash game. The premise is that you are an archeology student who got trapped inside some caves while exploring a digsite in Mexico, and now you need to escape. Since you have no legs, movement is done by dragging the cursor (which controls your arms) to propel yourself forward. As you explore the mayan ruins you'll come across artifacts that can let you climb walls, break certain boulders and so on, allowing you to explore more areas. It's a simple game, but still extremely fun. The soundtracks are also quite fitting and memorable
I think a progression as you go up the levels could be finding experimental mechanical limbs that aid in movement but make noise that means you exchange stealth for speed
I would really like if you can give it a storyline with different endings. This gives me darkwood vibes and I'm looking forward to it. It has a lot of potential.
@@CRT_YT Well yes the endings aren't necessary but I don't want this to become a rougelike with short gameplay and a storyline just for the sake of the game setting to make sense. Example kidnapped of princess peach was just for the game setting in Mario to have a point but half life has a gameplay based on the story.
One thing that I feel is missing is the enemies getting knocked back when shit at. Smaller creatures that get shot at at close ranges can even be thrown across the room completely.
Stealth Suggestions: -Everytime you cough up blood, you create a sound that alerts people within the building. This can be countered by finding a 'gas-mask' within the facility (something rare within this part of the game, but later on that may be vital for other areas), throwing a random piece of ammo on the floor to cover it, or by trying to cover it, with the cost of taking more health. -You can see when you're about to cough up bloox by a small bar near the side of the parasite, allowing you to take an educated guess of when you should do the countermeasures. -There are varying types of blood-coughs, ranging from light, to harsh, to heavy, and to 'Dire'. Each take a larger bit of health from the player, and hopefully makes item-looting and survival more of a prominent goal to the player. Dire-cough is the only one that applies vision-blur, while the rest only deals small chunks of damage. Item/Area Suggestions: a) Adrenaline Stim: As the name says. Does a small passive boost of speed at the cost of passive health drain, but some of the health is immediately regained at the end of its use. Might be useful for a chase-scene, and also doesn't give back health when hit. b) Upgrade Station: With there being random drops OR loot on the ground the player can pick up, the player can use these materials in a rare/secret part of the level, where the ycan upgrade weapons. Each weapon has its resulting downside, eg more flash-light = farther-ranged enemy tracking, more damage = more sound, etc. Enemy Suggestions: -Ceiling Creeper: Utilizing fast-movement detection for its tracking, and usually within long hallways, it shoots acid to wherever it detects movement. Is detectable when you see a slight glow of eyes moving across the floor. You can 't fight it, you can only crawl from it -
Where is the idea to make a prosthetic arm but no leg cause it would be useless because of the enemy so i suggest adding metal wires a wrench and cloth to muffle up the metallic sounds
Awesome video! Really like concept and idea of the game. This is a unique style that I have not played before. Grabbing guns from your backpack and then firing that is a clever idea. Also the art style of your game is awesome as always. Just wishlisted your game. Looking forward to your next devlog. Keep it up! :)
I have two suggestions that might be cool to implement in the game: the first one is to have wall objects like keypads or card sliders, and the other is for larger rooms or perspectives that increase your field of view. I know what some might think about the first thing, “How is it gonna be remotely realistic for the badass one-limbed man to reach something on a wall when he is stuck on the ground?” Well, one way that could happen is if there is a special prompt that allows you to prop yourself up to rest your back against a wall or to reach higher up things, though you won’t be able to reach very far. That way, you are able to reach up for things instead of being limited to the ground, albeit by using up time and effort to do so, allowing for some risk VS reward with it. For the second thing, having a further perspective in a larger room would allow for the player to get a grander scale of how big their new play area is, and to make for some cool and easier boss arenas or panicked escape room action, like the scenes you sometimes see in the game House Of The Dead. The further sight thing could also be tied into the propping yourself up thing, as it could help you see further, reduce recoil of guns, and aim better in certain situations if you have the time to set yourself up. I hope that you see these ideas, and that they might be ones that could improve your game
I actually really like the idea of being able to prop up against a wall, better field of view and maybe even fire at enemies, could adjust the character to have stumps for legs to actually prop up, useless in game just to make it less goofy lookin in general and then weapons that can only be loaded while sitting like this against a wall, or at least make it easier to load weapons in that position The idea of complex interactions, like turning door knobs or sliding keycards is also neat and since weapons have positions now, something is to be said for classes, and different choices you can make, leaving things behind etc the potential mechanics and depth for a game lile this is super fun to think about that being said I also like the state its in now fairly simple and easy to understand suits it
@@ParaFox404 yeah, simplicity is usually a good way to go, so I honestly wouldn’t mind if the game doesn’t go much further than what it currently looks like plus the story they are going to add
I feel like for the settings menu it might be cool to add sliders to make it look like the hands moving them instead of a bar that just expands and contracts. Its the little things
I’ve never seen any of your previous work, but I’ll have you know this is one of the most interesting, fun, well developed, good looking, and good sounding games I’ve ever seen. I also have a feeling it will be rather popular with one-armed amputee gamers. Can’t wait to play it!
Bri, this game is looking GOOOOOD!! I legit want to play this!! It seems like there is a story to it, that would really polish it off if there was some lore for sure! Keep up the awesome job!
you should make some kind of notes from the lab describing the hunting pattern of the monkey so that new players will can figure out how to take it out
i agree but using notes to convey information about gameplay that is necessary to know are always pretty lame and frusterating if your like the majority of people who don't care to read notes, would be cooler if its gimmicks were visualized infront of the player like in bioshock when you first see the big daddy
@@gus251 cool idea i thought of initially when i read this is that there is a note and when the player goes to read it the rustling makes the chungus literally go apeshit and smashes into ta wall (there is an effect like the rat alert hut black so you know you made a sound or a click for thst section), then will go like side to side like the video mentioned and move away and if the player stayed completely still, the player would suffer 0 damage and be free to move and be introduced to the blindness
Just by wanting to make a game myself RUclips is finally giving me good recommendations-- this is one of the coolest games I would of never known about and I would of cursed myself. Such a unique idea!
I love the little detail of the guns being color coded. Flares are blue, crossbow is purple, I'd love to see the revolver have some yellow like caution tape or maybe some fancy "furniture" on it like it's an antique or some red on the shotgun.
Something i immediately noticed and loved was how real the guns sounded. Guns are a lot scarier than in movies. That pop and then dying down echo is great. I only imagine it might be hard for those with PTSD from them.
i was exactly thinking about this project from the morning i was like "oh yea there was this guy making game about amputated guy surviving" happy to see u making progress
First seconds of gameplay and I want to buy the game. Damn, dude, you are genius, It doesn't looks like anything. Idea and it is all so perfect. Suspense
Just finished the game and was brought to this playlist by an in-game link. Very well made game! I enjoyed it a lot! Some suggestions that I have for the game is that the flare gun could have some other uses other than damaging enemies. I'm thinking that in the continuation (if it will have the same kind of gameplay), you could use the flare gun to light up flammable objects. This could be used to deter enemies from approaching you if used in certain ways. I'm also thinking that this could be used in rooms with very dim to pitch black darkness to light up the room to heighten visibility. Maybe this could be used in a maze?
this is the quietest one armed man with 12 guns on his back of all time
Ye
tbh, it would be a neat extra difficulty challenge if you made more sound the more equipment/guns you carried!
Well he really isn’t armed but I can say he is arm
@@revenger210 yeah, something like in the long dark
@@Trevorus1 man disarmed arms himself
"Move slowly, don't move often and don't do too much noise"
Speedrunners: Dang it!
If you were a speed runner, I’m pretty sure you would slingshot yourslef through walls at lightning speed to avoid the problem altogether
"You underestimate my power"
I miss a part where thats was my problem
-Speedrunner
I can imagine speedrunners just
"Im gonna move slowly very fast!"
@@Fun_stickman the worst part is, *you are so goddamn right*
The crank idea is freaking genius and the idea of the inventory being so interactive works extremely well for this game
ACKCHEWALLY, it's an Arbalest, since it uses a winch to draw the bow instead of draw strength. In turn, the weapon can be used to fire much more powerful bolts - hell, you can even engineer it to fire multiple bolts before needing to be drawn at the cost of individual bolt speed.
@@lorenzpacis3249 can you engineer it to get you sum bitches
@@lorenzpacis3249 arbalest or crossbow is semantics, bow is bow, it's like arguing that the Zweihander is either a Polearm or sword or that the Spadone is a Zweihander or a Longsword. Sword is sword the people who made these things did not care what you called it you know it when you see it
@@magniwalterbutnotwaltermag1479 Unless it's sword vs knife and then there were huge guild wars about it.
Also it make sense that since the character only have 1 hand, and u only use 1 mouse to control and reload your gun
Suggestion: it'd be cool to see the blood smearing when you drag yourself over it
That would be sick
In a good way
fr
True
Didn't he cauterize his wounds?
The crank system is so smart!! One thing: might want to rename the crossbow’s ammo to “bolts”
yeah i can see some backlash coming from calling them crossbow bullets lmao
Nevermind how a one armed man can crank a crossbow like that.
@@candymandan and reloading a revolver with only one hand makes sense?
@@kwadarth Place revolver on the ground and use hand with added desperation
@@rocketdog5310 I can be wrong since I'm not a native English speaker and in my language this is true, but isn't the word "ammo" used to refer to any ammunition that a weapon may need? Like, the word "ammo" does not necessarily imply "bullet" or "firegun"
Edit: not trying to say "crossbow ammo" is better than "bolts", just curious about the exact use of the word "ammo" in English and wondering whether the term is incorrect or just vague and imprecise
Suggestion: the current death screen feels a bit underwhelming (not sure if its just a placeholder or what). But I'd like to see some fairly brutal death scenes or something
And if death occurs not by an enemy, but from the parasite, there will be a sequence with hero mutating
Vouch
That gotta hurt
@@RevilDoesStuff I'm imagining a death screen of the parasite bursting through the man's skull
hoping there some things that are still placeholders, the regular zombies have some pretty weird animation the walking / receiving damage animations all look pretty stiff and when they die they dont look like they fell over they look more like they are doing some weird backwards lean
Now add a slapping mechanic.
As an easter egg extra. Because after all the scare, I want some fun.
bro just imagine a monster coming at you and your like *SLAP*
Watch yo tone.
Sounds dumb ngl
@@nykv9101 yeah no shit,it's for fun
if you move your hand quickly enough at a corpse trap's outreached arm, you high-five it and get a badge for it
Imagine that at the end of the game soilders arrive, but instead of saving you they think you are one of the mutants and try to kill you, with this you can make infighting by luring the monsters in the soilders line of sight.
well putting that in the end of the game is a bad idea (mid game would be better) but enemy marines and the mutants can make some very interesting combat scenarios, since they are trained marines you would have to always outsmart them instead of just blindly shooting them like the mutants
and by outsmarting them I mean like catching them by surprise or sneaking past them (or infighting like you said)
literally half life
@@matt_sa true but fighting the military would be fun lol
@@matt_sa Also the first Outlast 😂.
@@matt_sa thats where i got the idea
The interactive inventory is really great. I could see a similar system come up for puzzle doors which require you to manually turn knobs or put it keycodes or pry loose vents etc. All great survival horror games are usually puzzle games as well and you've made such a great interactive menu system which would work perfectly for that.
horror+puzzles work well together because the puzzles act as reason to go through that spooky hallway again, and maybe on the way through that hallway for the 3rd time something small happens like a chandelier falls or something has changed or a straight up jump scare gets you. Lot's of opportunities to squeeze out dread and horror when your trying to solve multi room puzzles
pog
Absolutely want this
Puzzles are also great pacing in horror in general. Although, since this may be a short game, I guess this game can get away with neverending scary corridors & combat.
Not only all that, and they're really cool ideas too, is you can use puzzles to give rewards for the effort, which can help make survival easier, but act as potentially risky situations themselves by making you take your eye off the monsters.
This is top tier
The crossbow reload is hilarious, really creative.
A little feedback on the gunshots: gunshots sound very different indoors vs. outdoors. Could be more immersive to add at least a good bit of reverb. I'm not sure it would fit your game, but you could also temporarily muffle the audio after firing a gun to simulate how loud they are.
Maybe there could be some bullet reflection if it hits certain materials or something, like the sound idk
this is a very good point, a reverb/muffle effect will make the gunshot sound much more realistic
How the hell do you turn a crank with only 1 arm???
@@chee.rah.monurB You brace it against something.
ACKCHEWALLY, it's an Arbalest, since it uses a winch to draw the bow instead of draw strength. In turn, the weapon can be used to fire much more powerful bolts - hell, you can even engineer it to fire multiple bolts before needing to be drawn at the cost of individual bolt speed.
Dude, this game looks promising... And the concept of the game looks so random but so interestingnat the same time.
I really do like the touches of the visual alerts for rats, and the idea of speed = sound. It makes "quiet" gameplay much more accessible for those with hearing issues. Loving these dev-logs, I can't wait for release!
I can't remember if you've mentioned it before but a knife seems like a good weapon to think about putting in this game. Just something to use if you don't have the time to reload a gun normally or don't want to waste ammo on rats. Plus it also wouldn't be loud so that could be an element of stealth. Anyway great stuff, always excited to see more dev logs.
Oh yeah that might be good because then he can add low ammo sections where you have to kill abunch of zombie dudes without alerting the orangutan
Or having one usable weapons found around location
@@whiteeye3453 knife can one shot regular zombies but breaks after a few uses
Maybe use that instead of a crossbow. Makes a bit more sense.
Considering how the resource management is already working, that might be too lenient. The other four weapons are all highly punishing and force you to tread carefully, and the crossbow in particular, the only other stealth weapon, is very slow. It would have to be a weak option. Like, a pistol shot but at melee range with similar cooldown, just so that humanoids can still get a lick in before being knifed.
You should have deep clean showers as save points or like sinks for sanitation or summon lab themed as a checkpoint you know😊
yeah good idea
Good idea
Or have to recauterize your wounds if you've taken damage, via a convenient blowtorch
I feel like the orangutan should approach the different ends of the ray casts in a random order to make it look more aggressive and sporadic. It looks a bit robotic moving in a defined circle as it is. other than that though, looks great and can't wait for a public release.
This is sooo sick... you know I don't even get hyped when I see a AAA game being released anymre but this - this does put a smile on my face
wondering if you'd ever add a system for health were certain health states makes your character generate groans / noises more based on how damaged they are.
True, realistically if your gravely wounded and crawling around with one arm, it's gonna sting a lot yk.
Lolll
He already kind of does this with blood coughs and the parasite, not sure for external damage
@@abelknecht4943 external damage simply progresses the parasite further
My man, the character is missing two legs and an arm, he would be groaning and screaming at every move
This is what I miss from the Flash era of games just funky weird and creative games... reminds me of a game called "I have no legs"
Oh? Is it on flashpoint?
I've beaten that one, it's a really nice game.
@@TheGoku741 I haven't been able to find it. Mind filling me in?
And have perfect cell thene playing on the menu screen
@@murdocpissingcompilation It's a 2d flash game. The premise is that you are an archeology student who got trapped inside some caves while exploring a digsite in Mexico, and now you need to escape. Since you have no legs, movement is done by dragging the cursor (which controls your arms) to propel yourself forward. As you explore the mayan ruins you'll come across artifacts that can let you climb walls, break certain boulders and so on, allowing you to explore more areas. It's a simple game, but still extremely fun. The soundtracks are also quite fitting and memorable
You know it’s personal when a man with one arm starts John Wicking through the building full of monsters
I dont like people who say “stolen” but
I think a progression as you go up the levels could be finding experimental mechanical limbs that aid in movement but make noise that means you exchange stealth for speed
It will be funny to see speedrunners go through the stealth sections (hopefully trying to go exactly at the speed limit before they're detected).
or go through damageless to specifically damage boost that part
I would really like if you can give it a storyline with different endings. This gives me darkwood vibes and I'm looking forward to it. It has a lot of potential.
obviously its gonna have a storyline
i dont see a need for different endings
@@CRT_YT Well yes the endings aren't necessary but I don't want this to become a rougelike with short gameplay and a storyline just for the sake of the game setting to make sense. Example kidnapped of princess peach was just for the game setting in Mario to have a point but half life has a gameplay based on the story.
Prehaps implementing a survival mode so you can test your strength instead
this comment reminded me to grab darkwood while it's free on epic, thanks homie
@@adahairingtonch.3288 thank you for commenting this as i had no idea it was free on epic
I never thought I needed a game about a man with only one arm set for revenge ! I can't wait for this to drop.
THIS is how all dev logs should be, sweet and to the point. Fantastic work as always mate
One thing that I feel is missing is the enemies getting knocked back when shit at. Smaller creatures that get shot at at close ranges can even be thrown across the room completely.
knocked back when what at?
@@RookTVchannel what's not clicking
@@RookTVchannel ah yes, I can continue to charge towards someone whilst taking shots unfazed.
How did 2 different people not notice the, uh, "minor" typo of "shot"???
@@charlot6590 I guess getting shit at
Hahah love that you have to wind up the crossbow!! This all looks so cool!! 🧨
💥
oh hey its pontypants i like his devlogs too
This is shaping up to be a very cool indie title. The concept and gameplay are genuinely unique, very impressive!
I love how well the systems work, all revolving around the one hand concept. It’s seriously cool, and the animations look super smooth!
this game looks so unique and cool. cant wait for it to come out. will there be any story?
yes i think he said that there was going to be some story
He mentioned he hired a writer for the story
He said that this game would take place in the same universe as Wrought Flesh so probably yes
lore
That's excellent. I love how with "simple" graphics you've managed to build such a tense atmosphere. Awesome stuff!
Can’t wait to play this game! Such a neat concept that relates your real movements with what goes on screen. Just brilliant!
This is my first vid I’ve seen about this and I’m already so excited to play this it looks so fun and the concept is genius
Stealth Suggestions:
-Everytime you cough up blood, you create a sound that alerts people within the building. This can be countered by finding a 'gas-mask' within the facility (something rare within this part of the game, but later on that may be vital for other areas), throwing a random piece of ammo on the floor to cover it, or by trying to cover it, with the cost of taking more health.
-You can see when you're about to cough up bloox by a small bar near the side of the parasite, allowing you to take an educated guess of when you should do the countermeasures.
-There are varying types of blood-coughs, ranging from light, to harsh, to heavy, and to 'Dire'. Each take a larger bit of health from the player, and hopefully makes item-looting and survival more of a prominent goal to the player. Dire-cough is the only one that applies vision-blur, while the rest only deals small chunks of damage.
Item/Area Suggestions:
a) Adrenaline Stim: As the name says. Does a small passive boost of speed at the cost of passive health drain, but some of the health is immediately regained at the end of its use. Might be useful for a chase-scene, and also doesn't give back health when hit.
b) Upgrade Station: With there being random drops OR loot on the ground the player can pick up, the player can use these materials in a rare/secret part of the level, where the ycan upgrade weapons. Each weapon has its resulting downside, eg more flash-light = farther-ranged enemy tracking, more damage = more sound, etc.
Enemy Suggestions:
-Ceiling Creeper: Utilizing fast-movement detection for its tracking, and usually within long hallways, it shoots acid to wherever it detects movement. Is detectable when you see a slight glow of eyes moving across the floor. You can 't fight it, you can only crawl from it
-
THAT IS A GENIUS IDEA!!!
Where is the idea to make a prosthetic arm but no leg cause it would be useless because of the enemy so i suggest adding metal wires a wrench and cloth to muffle up the metallic sounds
The progress you're making is absolutely fantastic, I can't wait to see the final product
Awesome video! Really like concept and idea of the game. This is a unique style that I have not played before. Grabbing guns from your backpack and then firing that is a clever idea. Also the art style of your game is awesome as always. Just wishlisted your game. Looking forward to your next devlog. Keep it up! :)
"I take the dot product"
I don't know why, but this makes me happy that he used _maths._
I have two suggestions that might be cool to implement in the game: the first one is to have wall objects like keypads or card sliders, and the other is for larger rooms or perspectives that increase your field of view. I know what some might think about the first thing, “How is it gonna be remotely realistic for the badass one-limbed man to reach something on a wall when he is stuck on the ground?” Well, one way that could happen is if there is a special prompt that allows you to prop yourself up to rest your back against a wall or to reach higher up things, though you won’t be able to reach very far. That way, you are able to reach up for things instead of being limited to the ground, albeit by using up time and effort to do so, allowing for some risk VS reward with it. For the second thing, having a further perspective in a larger room would allow for the player to get a grander scale of how big their new play area is, and to make for some cool and easier boss arenas or panicked escape room action, like the scenes you sometimes see in the game House Of The Dead. The further sight thing could also be tied into the propping yourself up thing, as it could help you see further, reduce recoil of guns, and aim better in certain situations if you have the time to set yourself up. I hope that you see these ideas, and that they might be ones that could improve your game
I actually really like the idea of being able to prop up against a wall, better field of view and maybe even fire at enemies, could adjust the character to have stumps for legs to actually prop up, useless in game just to make it less goofy lookin in general
and then weapons that can only be loaded while sitting like this against a wall, or at least make it easier to load weapons in that position
The idea of complex interactions, like turning door knobs or sliding keycards is also neat
and since weapons have positions now, something is to be said for classes, and different choices you can make, leaving things behind etc
the potential mechanics and depth for a game lile this is super fun to think about
that being said I also like the state its in now fairly simple and easy to understand suits it
@@ParaFox404 yeah, simplicity is usually a good way to go, so I honestly wouldn’t mind if the game doesn’t go much further than what it currently looks like plus the story they are going to add
So hyped for this game. There's so much attention to detail!
Great stuff m8, thx for this uploads. Very interesting, cheers from Poland 🍻
This looks awesome man can’t wait for it good luck on this
I feel like for the settings menu it might be cool to add sliders to make it look like the hands moving them instead of a bar that just expands and contracts. Its the little things
I hope you can turn this into a full game
that's exactly what he's doing
I love the inventory and reload systems. im kinda hyped :)
I love how protagonist manage to reload all kind arsenal with one hand 😂
I'm really excited to see speedruns of this game
I’ve never seen any of your previous work, but I’ll have you know this is one of the most interesting, fun, well developed, good looking, and good sounding games I’ve ever seen. I also have a feeling it will be rather popular with one-armed amputee gamers. Can’t wait to play it!
Bri, this game is looking GOOOOOD!! I legit want to play this!! It seems like there is a story to it, that would really polish it off if there was some lore for sure! Keep up the awesome job!
I’ve been watching your videos for a while now so it’s really nice seeing how much growth you’ve gone through as a developer!
This game is sick !! Cant wait for it
Dude, this is sick! Great work!
Just found this video and am now looking forward to this game. Love the graphics style and the interactive inventory!
Good to see this game revisited.
Nice
I love the crank system for the crossbow! Neat idea for making the game more challenging.
Looks great! I love the stealth mechanics, too.
Dude, this game looks so sick.
I saw a speedrun of this game and I thought: 'man this is amazing'
now I just discovered you made this game, bro you are a genious
the game releases in 4 days. no speedruns yet as far as i know lmao
@@GreatHornedTragoth but I just saw it
This looks smooth and sick af! Cant wait to play it
This is the first I'm hearing of this game and I just want the say the overall concept is fucking genius for a survival horror game. Bravo!
This game looks so promising, intersted to see more.
Isn't crossbow ammo called crossbow bolts?
Or is the bullet part of the name part of the system or something
Either way verry kool progress
Man! Found this video in random feed and waaay impressed!! Adding to wish list
This game looks really satisfying to play I love how you have to click or drag everything just is a satisfying to control things
Looks really freaky and scary!
Can't wait to play it! ^U^
I feel like a holdout knife could be something cool to add.
Or the iron in the beginning!
Let's go! Looks great so far! Can't wait for the finished version.
Thank you so much this helped a lot!!!! You saved my life
you should make some kind of notes from the lab describing the hunting pattern of the monkey so that new players will can figure out how to take it out
i agree but using notes to convey information about gameplay that is necessary to know are always pretty lame and frusterating if your like the majority of people who don't care to read notes, would be cooler if its gimmicks were visualized infront of the player like in bioshock when you first see the big daddy
@@gus251 players that don't care to read the notes will just learn through observing, some people just need extra tips to help them on their way
@@gus251 cool idea i thought of initially when i read this is that there is a note and when the player goes to read it the rustling makes the chungus literally go apeshit and smashes into ta wall (there is an effect like the rat alert hut black so you know you made a sound or a click for thst section), then will go like side to side like the video mentioned and move away and if the player stayed completely still, the player would suffer 0 damage and be free to move and be introduced to the blindness
The joy I felt when I saw another dev log for this game is unable to be explained with words.
This game is really interesting, great job and i wish you luck on the release!
How is this game so good and creative and original
I agree to a random person
ruclips.net/video/eBGIQ7ZuuiU/видео.html
wasnt it meant to release today?
It still didnt come out yet??
Its supposed to be out
Keep up the good work because this looks like a great game.
Just by wanting to make a game myself RUclips is finally giving me good recommendations-- this is one of the coolest games I would of never known about and I would of cursed myself. Such a unique idea!
bruh wheres the game bruv???
Cant wait to play this game, your doing a great job
ohhhhh so exited to see more of this, cant wait for the release
I love the little detail of the guns being color coded. Flares are blue, crossbow is purple, I'd love to see the revolver have some yellow like caution tape or maybe some fancy "furniture" on it like it's an antique or some red on the shotgun.
great game you did a great job on cant wait to try it out when it comes out
This is a really really cool idea for a game. Wow, how unique! I'd love to play this
Dude I have no reason why this video was put into my feed but the most interesting game concept and cool game play. Holy **** is this a cool game :p
Wow that’s really cool! I hope this is a success for you!
Great looking game bro, can’t wait for the final product!❤
Very funny concept! Love it.
Something i immediately noticed and loved was how real the guns sounded. Guns are a lot scarier than in movies. That pop and then dying down echo is great. I only imagine it might be hard for those with PTSD from them.
i was exactly thinking about this project from the morning
i was like "oh yea there was this guy making game about amputated guy surviving"
happy to see u making progress
This game looks sick, I cant wait to play it
This game looks great! The graphics are clean, and the concept awesome!
First time watching one of ur videos. It’s simple, good, and short!
Imagine a 3d first person version of this. Fumbling around with reloading while huge monsters are chasing you. That would be so scary.
vr
First seconds of gameplay and I want to buy the game. Damn, dude, you are genius, It doesn't looks like anything. Idea and it is all so perfect. Suspense
Happy that you made new mechanics! I hope we see more of this in the future.
Excited to see more updates!
This is looking great. I absolutely love the reloading.
This is the first video I’m seeing about this and I love it already.
Just finished the game and was brought to this playlist by an in-game link. Very well made game! I enjoyed it a lot! Some suggestions that I have for the game is that the flare gun could have some other uses other than damaging enemies. I'm thinking that in the continuation (if it will have the same kind of gameplay), you could use the flare gun to light up flammable objects. This could be used to deter enemies from approaching you if used in certain ways. I'm also thinking that this could be used in rooms with very dim to pitch black darkness to light up the room to heighten visibility. Maybe this could be used in a maze?
i love watching these omg
This game will be a hell to speedrun, good job👏🏻👏🏻
Woah I can’t believe I’m just now seeing this game looks awesome can wait for it’s release
The game is turning out 👌 Can't wait to play it