Alternate idea to the backpack. A wearable fannypack. Perfect for holding a few extra small items ( flashlights, walkies, keys, ducks, ect ) Plus, it would look ridiculous ( company bought them on sale )
Item mechanics: When you use the fannypack in your hand, it opens a seperate 4 slot inventory, obscuring your normal inventory underneath. In this alternate inventory, the far left slot by default has the fannypack item, which you can click on to close the alternate inventory. The items utility: That fannypack provides 2 extra slots you can fit small items into as compared to not having a fannypack. You can have more than one fanny pack but it competes for item slots like the flashlight and the walkie as they will not work when inside the fannypack.
I think the back pack should be used for having one large item (like the large axle) in its storage, so you can hols a two handed item and still use ladders, or just hold two large items. The fannypack's idea is rly good, but I would have it where a fannypack could only hold ONE small item, and you could only have two
Given that they explicitly describe the forest guardians as "toddler-esque", I think they just shouldn't have object permanence. If you manage to break line of sight completely, with a tree or any other tall obstacle, they'll stop chasing you immediately - as in their mind, you haven't just gone out of sight, you've fully disappeared, never to return. This fits with their description, gives a meaningful course of action when spotted, and still allows for some potentially hilarious deaths when a player tries to hide behind a tree that's too thin and dies screaming "NO STOP YOU CAN'T SEE ME YOU CAN'T - "
I think that moons with a single yet terrifying monster inside the building would be interesting. It would feel more like a boss battle, except you know you cant fight it. An idea like the stranger would definitely work if the dev wants to add boss moons.
could be like a weather event. Imagine being like "so the weather just says 'strange,' what does that mean?" I also think there could be a small chance of a Strange moons not being labeled as such. and, you could bring back corpses of monsters from Strange moons, to temper the huge threat with huge loot.
That’s a cool idea. I hope they add it even though it’s expensive and I have to keep up with it. I’d like to add one thing, if you don’t feed the looting bug then it will turn on you, dropping any items it’s holding and attacking you.
What would be more interesting is if the boss moons just appeared on the terminal and the terminal acted like they were always there, like a warp in the fabric of space time. Then the boss moon would disappear and it would go back to normal.
@@captainabsolution ...that's already a game mechanic, the "most paranoid" is a mechanic that is in the game BECAUSE of the ghost girl, the most paranoid employee is the one who sees the ghost girl (if she is even ON the planet)
@@PurpleFisho Oh. lol. Did not know that. Thats explains some stuff. I wonder if other folks know about that... Well, they should add more sounds to it then,if, you know, they already didn't. lol
That would cause the problem of a random player with the highest fear stat getting fucked over by both the ghost girl and the stranger, which would be annoying, to say the least.
Instead of a backpack, I would love a Pet Looter Bug. He can hold one item, and can even carry heavy objects or an active flashlight, but he’s not only expensive, but requires upkeep. Gotta remember to buy him food.
@@WhatABinglylittlescronklylil- How about a spore lizard pet? Any monster that comes after you is disoriented by their pink clouds. They are also said to eat hoarding bugs, so if a hoariding bug nest has a lot of loot, just feed them to your lizard and viola loot is yours Just be careful not to get lost in their clouds or hit them. Requires upkeep as well
@@dr.consumerock6798 I heard the spore lizard is a vegetarian but yeah it would be cool if there were more interactions between monsters that live inside the facility. Imagine thumpers and bunker spiders chasing down hoarding bugs giving you a bit of breathing room to grab loot before the day ends
@@zacharyweaver276 Imagine you accidentally stare at a Bracken too long causing it to chase after you only to hear a roar down the end of another hallway and see a Thumper just rush the Bracken down and kill it Monster interactions = fun and memorable experiences. Zeekerss, please do
The stranger is great, I can imagine every time someone enters a stranger facility they will say, be careful there is a stranger This is the fire exit mimic and the skinwalker mods all in one
I've always thought the best idea to implement a mimic type monster would be like this: A form of parasite or a lanky, needle-like creature that skulks around and actively hides from you. Easy to kill in one shovel swing, but hard to spot as it blends in with the industrial environments. If the parasite is in the level, it will start recording all voice chat from all players the moment they enter the building. When a player dies and the body is easily accessible, the parasite will quickly drag the body out of view and enter it. It will be able to be detected from the fact it'll be covered in blood and have a small hole in a corner of it's visor, which reveals a small part of the parasitic body's face when illuminated. After it takes control of a body, it will start patrolling around the building while playing the voice of the player which the body belongs to. It has the exact same animations as a player character, except for some rare twitches. The voice lines it plays while patrolling will be any normal volume communication the player has done, no shouting or screaming. When it spots a player that is in the distance it will stand there and cease all communication for a moment. Before quickly pulling out a stop sign and running at the player and playing any loud sounds the player it is mimicking has done, such as screaming or shouting someone else's name. When it reaches the player, it will attack by swinging the stop sign at them until they die, and then it will holster the stop sign and continue patrolling. If you spot it at close proximity, it will begin the chase state immediately. It is also susceptible to all hazards a player may die to, but not other creatures. Anyways thanks for reading my funky idea, this video was cool and just inspired me to share it.
I REALLY like the Forest Giant idea! When I read their journal entry after having encountered them a few times, my first thought was "Curious? Toddler-like? Eating anything that moves? Why not play with their food first?" It'd be a great panic-inducing element, making it sort of an inverse to an eyeless dog encounter. With dogs, your stealth is much more focused before they've seen you, with the skillful dodging and weaving coming into play later, and this change would make being caught by forest giants less of a "Welp, time to die and call out to my teammates that I'm dead!" moment and more of a "Oh crap oh crap am I dead should I call for help???" moment.
It would be a really good mechanic if the giant dropped you and went for someone else if they ran and made noise next to it, also if you could give then toys or "interesting scrap"
I would personally make it so that the chance of getting released goes up if you are quiet and still prior to getting grabbed, so if a forest giant starts approaching you can either stand still and try to get released or try to run for cover adding a little bit more interactivity.
@@TenBillionAnts That'd be really cool! I love games that give you multiple equally awful and terrifying ways of evading monsters, making it nearly a 50/50 on which method could save you or get you killed.
I like the idea of The Stranger not being just a creature but the whole facility you find yourself in, trying to lure preys into their jaws just to eat them, making this thing more horrifying.
An item idea I've had for this game would be markers. You could use them to write on the walls, leaving notes about dead ends or where the exit is. It would also be a good moral booster, cause of course people will write/draw stupid shit. You could also make a monster or modify one to mess with those notes. It could erase them or write false notes to lead people astray, and that way markers don't make the ship operator too useless.
Not to mention the lore potential of finding graffiti from before and during whatever happened, as well as notes from previous employees. Maybe even a system that saves your drawings to appear in other player's games.
@@t.s.teller8530 that would be too complex to add, it could end up overlapping tons of notes. however notes from "previous runs" could be combined with a item you would find in the facility: next to the squeleton or corpse of a dead employee (not one of your party) you could find a few equipment items as well as a chance to have a drawn map, showing you parts of the facility
@@ThePunisher267 I'm not saying it would be any more or less possible than anyone else's ideas, just that I think it would be cool, and hilarious to see what people would do to mess with each other. Though I don't understand why you think multiple notes would overlap, could you explain? I'm curious how you think this would need to be implemented.
Great idea - It would probably be simpler to implement and use if we made it a spray can instead, though. Using markers to write in a 3D environment doesn't really work well (unless you have VR).
Ive though about if they added a "threat" that lives to make your life hell but doesn't actually kill you itself. Basically it would terrorize the team, making loud noises or maybe making fake enemy sounds, moving/stealing items, and spooking people by suddenly walking around a corner or bluff charging, like it was pretending to be a flowerman. A very rare enemy that just bullies you
I will say though, I feel like the stranger would be more scary if it used the strategy of separation of players only for the first kill. After the first kill, it could stuff itself into the persons suit and would play recordings of the dead persons voice. You would be able to recognize that its a stranger because the suit will have blood all over it and the persons voice would be slightly distorted or pitched down.
i like the ida of the polyp welt but I feel like a good indicator of one being nearby would be that there are no baby welts in the area because the big polyp ate them all. Idk it would just make more sense to me.
From a design stand-point, I don't think The Stranger is... the easiest to put in. You'd need entirely new room generation, if the flavor text is true. The playing of random noises and audio clips is actually the easiest part to code; after a period of silence is registered, record the first 5-10 seconds of player audio/speech or until silence, then replay a piece of that (you can fudge around with which part based on volume or pitch, see if you can't replay someone's death screech or an eriee "Oh no" as they fall into a hole). Then, play that or asorted in game player noises 8-12 meters somewhere vaguely behind where the player is facing, lightly muffled. The whole idea of The Stranger is AMAZING! Terrifying, but amazing. To incentivise experienced players, the scrap gen can be insane the further in you go, with the lore explination that it is both there to entice employees as well as those being the remains and gear of previous employees who died (boom-sticks, maybe hand held scanners, gold bars, apparatuses). One thing that might be fun is adding the ability for the dead to spectate their own bodies, if there are any, and to then have The Stranger drag any wayward corpses (fall damage) to a mouth. Watching your corpse get dragged away and swallowed by the jaws of the building, unable to communicate other than "I AM FORCING YOU TO LEAVE THE PLANET!" would be amazing. Or, to preserve the scare of getting lost and eaten, instead have the corpse pulled into the floor, like The Stranger is absorbing it.
I love the idea of getting seperated from Your team by even a single room would just trap You (after a while of course). I remeber watching this backrooms video by Kane pixels i believe. A hazmat team enters the facility And the one we Are watching splits off, then he comes back but before his very eyes the entire team dissapears leaving him alone
yeah like it's cool in concept but this is AAA developer level programming, like I really don't think the room generation and getting lost aspect is feasible
I feel like it should be a fake main exit / fire escape that looks eerily different on the opposite end of the inside rather just sentencing the separated person to death
zeekers already has generation experience from at least 2 of their games and it steals' maze generation is already set in stone for them to move over to lethal company with tweaks. Procedural generation is not as difficult to code as you might think
Given how deadly the outside can be already, I think it could be cool to give the Cyclops Serpent an ecological niche to interact with the fauna that spawns alongside it: its poison could be very painful and debilitating even for larger creatures, and as such the Eyeless Dogs and Forest Keepers could be rather unwilling to approach one when hearing and/or seeing its warnings. This could make for an interesting dynamic where company employees being chased by the apex predators of the ecosystem could run to one such Cyclops Serpent to temporarely defuse the chase and catch their breath, though they shouldn't linger too long near the danger noodle lest they want to find themselves poisoned as the serpent runs away and leaves them stranded with their now perfectly willing predator. Maybe, as additional balancing, they could be diurnal creatures and linger for just a few hours after the sun sets, so that the danger hours remain such.
It would be so cool if monsters interacted. Not only does the world feel more believable, but if you stumble across something like a Thumper corpse, than you know something even deadlier is roaming the halls
@@skulkytnah its entirely possible, they just need to make a model for a dead jester, like with its internals spilled out- and then make a creature that attacks it.
Yeah! It does happen sometimes, like one I baited an eyeless dog into a baboon hawk and they juked it out while I hid in the ship. Really shocking to watch
I've had a baboon hawk emerge from the ground in front of me while there was an eyeless dog behind me sniffing about. Let's just say I got to watch a monster hunter turf war in lethal company
Yes I want more of this I know Baboon hawks will attack eyeless dogs if there are enough of them so there's a warrant for it. Imagine thumpers and bunker spiders hunting hoarding bugs cause that makes sense to me. You shouldn't be able to bait every monster into fighting other creatures but it would be cool if there were more interactions among them. Imagine the slimes at least eating dead monsters as they move along and maybe making more of themselves or falling asleep after a eating so much
I'm sure that everyone who has thought of any ideas regarding this game has thought of a mimic of some kind, but the idea of the stranger killing every other monster in the facility and turning out the lights is so cool and unique
weeping beetles should absolutely be something that bunker spiders actively chase for food. Like maybe they would be attracted to horn sounds and you could use them to distract the spider or maybe even use them to trick snare fleas into dropping onto a target that poisons it? Idk.
another Artist here - you did done a stellar job! It reminds me heavily of the universe of Turnip28 - I'd like to recommend it to you! Your art is very cool
I feel like a neat idea for the forest giant could be that they stand still, pretending to be trees and are always watching, but when a person gets too close, then it'll chase you and eat you.
I had some ideas for creatures 1. Eekworm: (Uncommon Creature) An uncommon parasitic-like creature that can be found latched to many of the moon’s entities. It emits a destructive wave signal that interferes with walkie-talkies. This parasite is quite large and visible on any creature it has latched onto. It can be killed with a single use of a stun grenade or taser. It is immediately obvious when there is a parasite nearby, as any noise received from walkie-talkies will become jumbled making the player more defenseless for the entity that is hunting it. Additionally, this parasite blocks off all information received by the person viewing from the ship in a surrounding area (map will be contorted). The parasite itself feeds off of the blood/energy of the creature it is attached to, which is why it seeks to benefit them in their hunt. Additionally, the parasite will not be killed if the entity it is attached to dies, it can only be killed by stun/taser-like weapons or after it falls off of the now dead entity it was attached to. Although, the parasite will quickly retreat to find another host so it is advised to kill it quickly after. 2. Morphverk: (Rare Creature) This creature hides in the ceiling and *almost* silently latches onto the player when they walk underneath it. The player will continue normally, but when the player finds themselves in a group or with other players, it has a chance every few seconds to take control of the player, morphing them into an amalgamated monstrosity that chases the other players. The parasite could be removed through a single use of taser, stun grenade, or whack with a sign/shovel. It is extremely small so it is not easily detectable. 3. Cryfeeder: (Very Rare Creature) This creature will make whispering sounds when near any player, signaling its approach. Approximately 5 seconds after it stops whispering, it will attempt to launch itself at the person, attaching to their face. If the person screams, moves their camera, or does anything at all, it will kill them. If not, it quickly retreats back into the darkness. It is vulnerable while retreating and can be killed with a stun grenade, taser, or single whack of a sign. It is not vulnerable before it attacks though.
With the behaviour of the monsters in Lethal Company, it would be pretty cool to see some sort of symbiotic relationship between two different monsters. Imagine being so mad that they formed a collaborative trap mainly for your death.
15:49 THIS DESIGN GOES SO CRAZY whoever drew this ily Also as someone with a massive Rain World special interest who is also obsessing over lethal company, this channel is literally a godsend
@@zacharyweaver276 i think its crazy that the lightswitch comes free with the ship, even though the only thing it does is negatively impact visibility when off. I understand that its for the storm, but they could just make the lights go out for a short while instead of until you turn them back on.
@@jc_art_ maybe in the future they'll have creatures attracted to light or can't see in the dark so there will be a reason to turn the ship lights off besides trolling
I really love the forest guardian idea! Since they're described as having a child-like wonder, that's perfect for them! A good way to make them seem less of a mindless monster that you can't get away from and more of an actual curious creature like they're described as being!
I think a shopping cart that can't be taken up ladders or through doors would be a fantastic edition. So you still can only carry a few in the facility. But one man can bring back a good 8 items themself. Or carry multiple two handed items in the shopping cart. Also fits with the goofy horror of it
one thing i'll add onto the healing jelly visual design, I think it should look lore like a canister rather than a glass bottle. because something like the TZP inhalant is inhaled by being connected on the mask rather than consumed through where the mouth is. and maybe it even work better as a gas too, to work better with the mask idea, I feel like jelly would raise questions like it getting stuck in the mask(but now that I'm thinking about it, that maybe could be a mechanic, it having a chance to get stuck in the mask and slowly suffocate you)
Maybe you connect the jar liz to the mask snd guzzle it up, would be funny if it left some stains on the mask, maybe you'll burb if you eat too much covering the vizor with jam
Some sort of anti poison gas definetly works better than straight up food. Both for the reasons you've brought up but also there is a theory that there is a food shortage at either the company or humanity as a whole so it would make more sense to be like the TZP inhalant.
@@ImNotFine44 Well its described as having a meaty Berry mixture taste so im Pretty sure You eat it. Also what would rubbing it on a wound do if You have either breathed it in or were injected with it by fangs or a Stinger? Unless i just don't understand how venom/poison works.
With the change ideas I have other potential adds 1- with the forest giant, its eyes should glow, it is noted as related to the bracken and it would help to know where it is looking 2- with the thumper the charge bait mechanic should be useable to make it jump off ledges.
Number 1 is a great idea horror-wise, lore-wise, and gameplay-wise Imagine just seeing a pair or more of their glowing eyes just staring at you before they come hauling their a$$ towards you. I can already see and hear the comedy and horror
I really hope zeeker sees these features/creatures and adds them to the game and if it were to get added it would be a BOATLOAD of content for the game. (also i really hope you make a part 2 of this video with more ideas!)
Probably got his own stuff he's working on so random community ideas are probably not getting implemented, unless they're balancing related perhaps, but I don't think this game relies on balance too much, just that it's not too crazy, it they end up having like 40 monsters they definitely need to be limited to a certain roster of monsters each seed, like 8 different types of indoor and outdoor enemies total because if there's like 1 of each enemy when there's 20 different enemies it'll be awful to play
@@aarepelaa1142Yeah, exactly, and Lethal Company is a 1 person team right? Just Zeekers? So it would be HARD to code like the Mimic or even the Veiled Weaver
@@aarepelaa1142i really hope he adds something like the stranger, it doesn’t have to be exactly like it but the mimicking in a game like this would be insane. And the explanation/description is so cool too the fact that no one knows what it looks like and how it hunts EVERYTHING in the facility, and leaves nothing but dark empty rooms. i also like the scripted death of the fire exit, being a mouth with you having to accept your fate
@@aarepelaa1142there is already limits to how much enemies can spawn. Theres a total amount of points per map, each enemy taking a number of points depending on their difficulty and there are caps of how many of the same enemy can spawn.
I think the Weaver would be more inserting if it interacted with other monsters, for example fighting Bracken and Jesters, as well as running away from Coil-Head and Nutcrackers.
A monster idea: Its a centipede-like-bat-thing that would eat up people’s bodies to “copy” them, it would use their player audio throughout the in-game day that they have spoken in, if the player didn’t talk at all, it would simply scrap the body and hunt for another one. To imitate player movement, it would move away from other creatures and avoid hazards, while also choosing a random reachable items to go towards so they don’t just stick in corners of the map doing nothing. To add to this, it could use louder audio if its near a creature, and use quieter yet more distorted audio if it detects players nearby either from seeing or hearing them. Once this happens, it would start speaking whatever audio clips they want from the body they ate (essentially random middle sounding audio), and then enter a roam state to either lure its prey towards it or to find the prey itself by chance.
audio copying is such a good concept that just can't never work it would become obviously repetitive and tbe fear of it being your friend or not wouldn't last for so long I feel it would be better if it didn't copy a player on kill but randomly copies a players username the second you get inside of the building it would be cool if it just took whatever the player is currently saying and regurgitated it like a speaker, just slightly distorted so you can catch on if it gets close to its original it will then go for the kill if it's near others I would decide not to but at this point I'm just saying a whole new thing
Honestly i think instead of recording audio snd playing it back, what if instead it was a duo hunter changing the audio sources of the players? So you could hear one another speaking and also respond to eachother, but the thing you hear is actually from the monster even if it's your friend talking.
The Creatures idea: Changling: A small slug-like creature that can cling to the ceiling and the wall. Can be in any moon. When it spot player, it would launch itself at the target. If it connected with the player, it wouldn’t kill them but instead bury into the player. It would remain in the player, even when going out. The creature would split open the player’s chest (killing him instantly ) revealing the row of teeth if it spot another player. It can also not happen immediately. It will die in one shovel strike. Lung Squid: A cephalopods that only appear on the flooded moon which causes it to surface. It moves around the body of water and would used its six tentacles to catch any players who go near the water. It would drop the players into its gaping mouth when it caught one. Behemoth: A large Mammoth like herbivores that rarely appear on any moons. They are friendly to the players and its big sizes scares away Forest Keepers. The loud foot step they make also scares away Eyeless Dogs. Just don’t get step on by the Behemoth. It also advised to not stay with them for too long as they are a favourite prey of the earth worm. Living Trees: They are an immobile creature that looks like a trees and appear in forested moons. The only thing to differentiate between them is Living Trees “leaves” looked like hair. If the player got too close to them, the Living Trees would split the trunk revealing the maws and the tentacles would shoot out of the mouth to drag the player into their mouth. Winter Watcher: A white tall, thin entity that rarely and exclusively appears outdoors on the snowy moons where there is constant blizzards. Its head is a lantern that shines brightly in the blizzard. It never does anything, just watches the players from afar. It would get closer however and the players is advised to not stare at it or get closer it. Should the players stare at the watcher (especially at its head) or close enough for too long, they will burst into flames killing them instantly. The Eclipsed Ones: Appearing only on the eclipsed moons rarely. They are tall, wearing a black robes with a hood over their heads. If they appear, there would be about 12 of them circling the map and they would begin to chant. The players are now on the time limit. If the Eclipsed Ones finished chanting after 7 min, the huge squid faced hulking humanoids called, ”The Lords” would spawned rapidly across the entire map (At most 20) and would chased down the players to consume them. Firestarter: Appearing only on moons affected by misty weather they are a lumpy humanoid carrying a large fuel canister on their back, whose faces resemble gas mask and the right arm surgically fused together with the huge flamethrower. They wander slowly, constantly shooting out the flamethrower which has long range. If they spotted a players, they will aimed the flamer at them though players should always steer clear from their front. They always leave fires on the ground which burns anyone who run into it. However, Firestarter can be burgeoned to death by the players (though they have high hit point) to steal their fuel canister which has high value. The players should not hit the fuel canister on the back Firestarter as it will explode, killing both of them and the value will be significantly reduced. Thundermine: A small spider-like creature that has a tall blue crystal on its back. Appears during thunderstorms, they attracted lightning strikes on their crystal. Its cause a burst of electrical which will instantly kill anything near to the Thundermine. They can be killed for their crystal which have high value but they attract lightning strikes more often than any metal objects.
What i like about the stranger is the Eldritch horror theme that is implied to exist because of the company store, and ties greatly into the procedurally generated horror of lethal company. The bunker doesn't kill you, only its residents. The Stranger is the exception.
i feel like the concept of the stranger is the best mimic idea thats out there! just the idea of going into the building and realising theres no other monsters but something is wrong would be bone chilling! id love to see more concepts!!
I like the stranger idea, but I have a similar idea myself: an anglerfish type enemy that has a lure that looks like an employee. It has prehensile control of the lure and can even mimic phrases it's heard. It'll stalk various team members, making walking sounds, and door openings, as well as the sound of loot being picked up. Once it's stalked for a while, it'll start using your voices to lure you in. The lure has two 'tells' so to speak, one being the way it moves looking odd, the other, a thin strand leading from anywhere on the body in the direction of the monster. It isn't very obvious, but it is noticeable if you look closely. The lure will try and use words that your team has said in relation to 'scrap' or 'loot' towards the angler's body, or what you've called a creature like if your teammate had said 'oh crap a brakken', it'll use that to push you away from the exits, and closer to the main body. It isn't very fast, but it can blend into the ceilings and walls it resides on well. Once prey is within striking distance, it'll leap at them with a scream, and once it's killed you, replace the old lure with your body, now feeding on the old one, so now, it'll appear on a radar as if you're still alive. It'll also prioritize using the voice of the dead player on the lure.
i can see the mimicking be done, but the being teleported while separated seems very hard to balance and code well, which is the main selling point of it. and making it just another monster in the bunker wouldn’t do it enough justice. I think he just needs a different type of way to hunt and kill players.
Abit late but coding it shouldnt be to hard. It would consist of a seamless teleportation through a fake fire exsit to another map with similar world gen until the special hallway event where it could use random rooms until the snake thing
I LOVEEEE YOUR IDEA FOR THE FOREST GIANT, having the player give more of a chance against them and making them seem more like giant toddlers and I have an idea of my own for all the monsters already in the game too, what if they're were more interactions between all of them so it could seem like there's an ACTUAL functioning ecosystem? Like we already see how The Eyeless dogs and Baboonhawks interact aggressively with each other but what if they're were more? Like those Baboons running away from giants while the dogs try to fight it but fail and having the giant kick it away? Or when a bunker spider sees a hoarder bug and tries to eat it? Or having something to make the Snare Flea relevant with the other monsters... That's smth I think would be cool and make the moons and its creatures feel more lively
Give Snare Fleas the ability to drop onto other creatures. Sure, its a very situational addition, but it gives some strategy to spotting Snare Fleas; maybe you can catch a Bracken in it?
Item idea: Color Tapes, the color is randomised on delivery to add up some variety Uses: player crouching and hold click on the floor puts the line of the tape that can help players trace back to the exist without getting lost (Buy another one when run out) (only inside the facility) Item price: cheaper than basic Flashlight
i like the backpack idea. I would say go further and add 1 clothing slot to players allowing them to wear 1 piece of clothing, changing how players play the game. Like a backpack to add +1 slot in your inventory, plated armor to reduce damage by a lot, but would weigh you down, or a tracksuit to allow you to sprint for longer and would recharge your sprint gauge a little faster.
Legit think one of the better ideas would be to simply have more life that is either non-hostile or non-hostile but can add difficulty to your run without being directly damaging (makes it harder for you to see, if it sees you it makes loud noises which attracts other monsters, etc). Like the bird idea, maybe they just run off with stuff you leave on the ground. They don't have to attack, they could just mess up your trash packing tactics. Scanning them will be easier and helpful early game and if you get bad luck or mess up won't be as "welp, guess I'll die and not meet quota" as some of the more one shot enemies can be. Fun though those enemies are, but if all the enemies that get added are that level of danger...well you just become oversaturated with them. Which is why I like the hawkbois update, since they can be dangerous but there's a bit of a lead up to the pack attack. Which is to say, I like a lot of these ideas because for the majority of them getting hit or messed up can still give you options.
Just to add on the whole stranger thing, I think that when you get to the hallway, every single monster would chase you down it, even though they are a hallucination. But the door at the end of the hallway kills you when you open it, as what it looks like to me, it is a door with a mouth behind it. Also, because this ‘stranger hallway’ would have rooms in it, I think that it would be cool if all of the doors are locked, BUT ONE, which would drop you off at a bricked door (like you open the door and get out, but when it closes behind you and you turn around, it’s bricked up). I also think that it would target “the bravest employee” (which would be whoever sprints the most) with more hallucinations, but the most paranoid employee would hear the most sounds. And to get rid of the stranger, everybody must exit the building through the same exit. And one last thing, the ghost girl will not spawn if the stranger has already.
I absolutely love the Veiled Weaver, very well designed and extremely interesting in visuals and speculative evolution. The rest of the monsters and ideas presented are great as well.
I think a mimic type creature with prerecorded lines that just have really shit mic quality would both be funny and easy enough to make but still have great potential for horror.
I really like the flesh tumour wall idea, but I would say that not only is it found at dead ends, it also shows up in dark areas and can be stopped using your flashlight by shining it to stop it from opening its eyes and attacking you, you can also still kill it with a shovel if you want
The “stranger” is a wicked cool idea, but probably really hard to implement, since effectively a moon to itself as it completely changes the bunker. You could take advantage of that though, and have loot that only spawns on stranger moons. Stuff like the equipment of past employees, or items that only drop after another creature is killed.
I really like the Forest Giant's change. They're the only enemies in the game I actively dislike and roll my eyes every time I see them. My take is add some kind of light emitting from their "eyes", white for normal state, yellow for suspicious, and red for chase state.
i feel like an alternative for the backpack is a rusty wheelbarrow. The wheelbarrow does not have inventory slots but instead depends on WEIGHT. it can hold around 50-60lbs of items before it inevitably breaks. Even so, the wheelbarrow can still break if its dropped, or damaged by a monster, turret, explosive, or weapon. Pushing items in the wheelbarrow is 2x faster than carrying it normally, though you will still slow down from stuff in the wheelbarrow.
One idea for the backpack is the ability to store one a heavy item, i.e. bottles, axels, and the apparatus (with the only exception being corpses), making it quicker and easier to transport big ticket hauls back to the ship As for creatures, how about something that uses the corpses? A *Possessor.* At the start, without a corpse, its an intangible (and harmless) black fog, simply roaming the facility hanging low to the ground, easily mistaken for a shadow. However, once someone dies in any way that leaves a body (including pits, excluding getting webbed by spiders) the possessor will encase the body in it's shroud and posses it. The Possessed will point at danger, use flashlights, dance with a group, follow the closest person (staying at the back of the group), and collect things, prioritizing tools and high value scrap, even dropping and switching out based on priority. Once it's inventory has high enough "scrap value", or as the group gets close to the exits, the Possessed will discreetly run out of sight and away from teammates, being slower due to carry weight. Once caught and killed, the Possessed will drop everything and the Possessor will wander, unable to possess the same corpse twice. All of that, of course, is if you're in a group and somebody dies. If alone, or if no one dies, the Possessed will spawn anyways around midday, taking the name of a living teammate and avoiding them if possible. In this state, the Possessed will be more 'aggressive', focusing more on scrap than teamwork. The only major tells would be any wounds on it (including a spring head), and not speaking, and as an extra little twist, the dead can spectate the Possessed, and if teleported, it will immediately run for the entrance, no matter the conditions
While watching the part were you talking about improving the forest giant, I've got an idea on if the forest giant were to find 1 or 2 dead employees, there will be a small chance that it will play with the bodies like dolls. (Making them kiss or having a tea party, ect.)
the jelly would actually go well with the lore because the company is really low on actual food so it would make sense for them to start sending fake food that probably tastes horrible
A concept that could be used more is the trapping of players by creatures before eliminating them, for example, some of the spiders' attacks could be non-lethal, leaving the player unconscious to be stored in a web to later be consumed if not saved. Another thing is that there can be more organic interactions between the creatures themselves, to create interesting mechanics and opportunities that the player can use. And a mimic that records excerpts from players' VoIP and uses it for its own purposes is an incredible concept with both horror and comic potential.
The Stranger would have to be a rare creature... much, much rarer than the ghost girl for it to still be scary. So rare that you're more likely to get 3 or even 5 in a row of the highest quality items from lootboxes.
I like the idea of Forest Guardians being literal toddlers. What if there was a chance that they like, nibble on you, like how children put random shit in their mouth. I also think it’s be cool if you could be friends with forest guardians, maybe giving them some sort of item in exchange for friendship. Big friend potential!!!
I feel like the idea of The Stranger being some sort of super monster is pretty cool. I like the idea that we could have these incredibly hard to deal with monsters and just balance them by taking up every spawn slot in the facility. Could pair this with more unique facility interiors, whether that be slight alterations to the two we have (variants of them, per say) or entirely new ones.
To be honest, the stranger isn’t that hard to deal with if you are in the know. If you have a friend stick by you, you are completely safe and although the darkness is inconvenient, unless you are around bottomless pits, it is completely harmless. I could see people even being excited to find a stranger since they can hunt scrap knowing that nothing will hurt them so long as they have a buddy
@@nuclearwill4814 I imagine there would be more to the stranger if it existed as a said 'super monster', mechanics to try and split players up and such, disorientate them, so on so forth.
the boomstick is honestly so actually genius. here's a new idea for a creature though: a shipleech. a creature that attaches to a random spot on the top or sides of the ship that sucks the power from it, turning off the cameras, disabling the doors, and preventing it from leaving. now preventing it from leaving will not ignore the midnight time. these leeches are non-hostile and can be found in just the middle of the wilderness, moving about half the speed of the slime towards the location of your ship. they also eat circuit bees and their hives. edit* for clarification and balancing, they only stay on the ship for the ingame equivalent of 1 hour, and die in one hit. I do think the stranger is too complicated for a simple creature. I think it might be it's own game if anything. but a version of the stranger with it's more achivable ideas... that's cool. an infinite maze is too much in my opinion. I think there should be corpses of monsters as well instead of just empty, but these corpses are deep in the facility, meaning in the rooms farthest from the door. entering a corpse room or seeing a corpse room will turn the stranger hostile, as well as simply being alone. in a group of two or more, the stranger will even mimic the voices of players that HAVE NOT ENTERED the facility.
Leech sounds too annoying hard enough already at times to get scrap into the ship. Maybe the leech could just fuck with terminal commands so doors in the facility along with mines, and turrets might activate at random. Also not being able to do commands until you knock the leech off with a shovel
@@KeyboardTarantula This isn't Amazon this is Lethal company. Essentially the opposite of Amazon these guys would come to steal the packages off your porch
I wonder what the guy on the ship sees on the radar when the others enter The Stranger's domain... maybe communications being to break down as the crew ventures further? Walkie talkies begin to distort and the radar starts to warp, eventually breaking down entirely. Maybe it would add to the mystery if there no data entry? To imply that it just seems to be a normal facility that happens to be difficult to navigate and lacks wildlife. Would it be extra fucked up if captured crewmates couldn't be spectated? I think it's scarier if there actually aren't any initial warning signs. Maybe the powe goes out after a crewmate goes missing so the others are like "Hey! Jimmy found the power source! He's alive still!" among some other mindfuck stuffs. rip solo runs I suppose
Or the Stranger could simply never kill the last/solo player, only mess with them and maybe even teleport them back to the entrance if they would have died. Deadly in multi player but a break from the mascot horror with some psychological for solo players. Just to add to the enigma. Also it should be super rare, like the mansion.
@@t.s.teller8530would funny if the stranger is just not as interested in lone wolfes and just meses with them before kicking them out woty some compensation so they leave it alone , but loving to go all out with groups, then letting a single survivor leave forever questioning what truly happened
imagine you see the stranger on the map icon and it’s like a distorted blue dot like a actual player, and it cuts out your walkie-talkie for a good amount of time, giving the stranger time to separate a crew mate and take them, and only allowing you to hear into your walkie talkie but not talk, not letting you warn them about it and all you can do is listen in and watch your crew get abducted and fed to it.
An idea is a mimic but only for dead bodies, plus maybe a reason to bring dead bodies back to the ship. When someone takes the fake body to the ship it turns into a monster or swarm of something
17:38 omg I would kill for these to actually be in the game. Like, they're perfect- The water's completely empty so there's really no reason to not add something so cool and terrifying to the game.
How about the ghost of an old man that when he touches you for the rest of the round the affected player can only see a version of the planet on it's prime rather than a wasteland, this also makes all monsters invisible but other players can still interact with the affected one. edit: you know what? I thought of a way to make him more interesting, the old man doesn't actively chase anyone and can be found in a random room, he looks very friendly and when he spots a player he beckons them to get closer with a warm smile, obviously those who where already haunted by him wouldn't want to approach him again, so how about making it a double edge sword, while monsters become invisible in his world maybe items become visible through walls as well, alternatively, the haunted player could be able the see and pick up items no one else can interact with.
The stranger is such a great one though, because it turns the facility into a high risk high reward type of situation. There is only 1 monster, easily recogniseable by all the lights being off, so once you realise this its just a matter of avoiding the stranger and all the loot is yours because there are no other enemies. Brilliant!
Although the idea for the stranger is absolute fire, it's always been rough having an AI pick and choose what voice clips it can use, due to the fact that it can easily break up the tension if it happens to be unlucky enough to replay the clip of your buddy say some of the dumbest shit imaginable, and I think by giving some way of other players having control of this would be nice, maybe having dead players pick the clips instead of automatically having the AI do it by itself, because people LOVE fucking around with eachother, or they might not even know what the voice clips are for, but either way, having the player help the scares in some way could lead to less outcomes where the tension is killed, I mean picture this. You and your friend are walking down a hall, and from deep within it you hear something echo out, and it's just a muffled version of your friend saying: "Eating a burger with no honey mustard" Yeah, it's very funny and confusing, but if it keeps happening it'll just not be scary.
From some of what I’ve seen, thumpers slow a bit after a shovel hit, so if you shovel and backpedal immediately after they aggro you can kill them. Not riskless by any means, but an option if you get caught with your pants down
Animal idea Hoarding bugs or a new animal can have nests outside around trees,sometimes even inside of them, they will wander looking for loot around if not guarding the nest, and they may steal loot from the ship. Which means more storage furniture would be nice aswell.
An item idea I thought of (but others have probably thought of it before me) is a battery. It’s a heavy device that functions like the recharge station, but only has enough charge to refuel 1.5 items.
i love that therussianbadger's first lethalcompany run was a 10 plus player game and the moment he was about to leave the ship with the others and then the forest giant that arived at the landing zone before the ship itself just reached into the thing, grabbed him like a turd off a toilet and ate him on the spot
A fun concept for the backpack is if whatever is put in the fifth slot or depending on the weight or something else, upon death your body will drop the backpack containing saved items, while not bieng retrievable if your body is gone gone for example the forest guardian killing you off.
A small idea for a piece of loot you could find: Functional hand mirror. It's just a little mirror, but holding it lets you see over your shoulder with a small cone of vision. Holding mouse click extends your hand out at an angle to look around corners, but only left corners just to screw with players. Enemies that care about line-of-sight (specifically coilhead and bracken) also respect the vision of the mirror.
I want a monster that's a reverse Coilhead, only moving when you're watching it. It's speed ramps up when you look at it, so it doesn't quite rush you as hard as the Coilhead does.
This was actually a great video and the idea for the Stranger is actually fantastic. It completely changes the game from a chaotic sprint to get scrap into a methodical experience where navigation is essential for survival. Something like that needs to get added!!!
I love the idea of what the stranger represents, the way that they "eat" any other creatures left in the building, almost makes them a "boss" monster. I think that presents AMAZING opportunities for gameplay reasons, spicing things up, and just getting an excuse to FULLY fuck with the game's core mechanics.
The one thing I think is really missing from the game is suit upgrades. Items that can be used to permanently attach them to the player's suit (well, 'permanent' until they die without their body being retrieved). Things like the backpack and portable radar can be done like that, including stuff like a rebreather to greatly increase how long a player survives in water, heavy duty straps that lets the player carry a large item without them losing use of their hands, an 'ick' bladder that bursts when a monster tries to bite them and causes the creature to be too busy gagging to attack for a few seconds (but does nothing if the creature does not bite to attack), a screamer vox that amplifies the player's voice to be heard from a much greater distance (and at close range might be painful enough to make creatures with sensistive hearing or nervous dispositions flee), or skeletal bracing that reduces how much large weights slow a player down.
There should be at least some creature that you have to yell at to scare away. It would be like a bear situation. Where if you know weather to run play dead or make loud noises and look big.
I've been thinking a lot about FUNCTIONAL SUITS, like the pajamas but they actually do something, they're single use (meaning only one person can wear it per suit bought, not like the suit skins that one buys them and everyone can use them) and they impact your approach to the facility and your role in the team The idea started with armor, so the first suit I thought of was a ARMORED SUIT that would x2 your health (not a lot considering how many things one shot you but would make you fairly sturdy against things that don't) in exchange having a base weight incorporated, meaning that even if you're not carrying items, you already have idk, 30+ weight, making you sturdier in exchange for not very mobile, would be useful for a dude who's job isn't to carry loot in and out the facility but rather to keep those that do alive. I also thought about an expensive MOBILITY SUIT with the classic jet boots for a doble jump that would be lightweight in exchange for only letting you carry 3 items at a time instead of 4 I've been also thinking about a suit that INSULATES YOU FROM ELECTRICITY, making you resistant (though not 100% immune) to things like the electric bees and any other electric damage that could be added in the future (add more electric damage too, things like pools of water inside the facility that are in contact with exposed wires so you have to walk around them or turn off the lights of that room in the fuse box or remove the apparatus) And then various OTHER ITEMS like a STUN BATON that works like a shovel with a lot less damage that STUNS the target like the Zap Gun and obviously works on batteries, for when you're not trying to outright kill a creature but rather create a small window of opportunity to run, would still be dangerous to use since it's melee and the stun would wear out quickly since the enemy isn't being constantly zapped like with the Zap Gun
maybe cyclops serpent could guard something like an egg that the players could sell? I mean the bees already are like that but it is harder to tell if it is really guarding an egg. Maybe it could also alert the player if there is another creature nearby by reacting to that creature, or the player could lead the creature into it, scaring it off.
The snakes warding off bigger creatures would be a pretty cool idea. Maybe you could even buy a rattle that mimics their sound which scares off eyeless dogs which hear it
All yall mfers said boomstick was a bad idea but zeekerss literally just added a double barrel shotgun to the game I win
god damnit I hate you called it.
yessir
yessi
it's not the same though, it's attached to an enemy that one shots you, unlike your idea
@@fsdggsdf if you kill it you can take it off of them.
Item Idea: Camera, encourage employees to come in close contact with the monsters to snag a photo for extra cash!
That’s a great idea.
You could also make it so that the more pictures you get of something the more information shows up on your computer.
@@theashen2019Lethal Company Snap?
This could also make the bracken rage when taking a picture of it and start charging towards picture taker.
How would that work for the coil-head? Is it just like I think: you can get infinite cash by taking as many pictures as you want?
To add to that: a small counter in a creature’s bestiary page showing how many pictures of one you’ve taken, if not a "photo album"
Alternate idea to the backpack.
A wearable fannypack. Perfect for holding a few extra small items ( flashlights, walkies, keys, ducks, ect )
Plus, it would look ridiculous ( company bought them on sale )
Item mechanics:
When you use the fannypack in your hand, it opens a seperate 4 slot inventory, obscuring your normal inventory underneath.
In this alternate inventory, the far left slot by default has the fannypack item, which you can click on to close the alternate inventory.
The items utility:
That fannypack provides 2 extra slots you can fit small items into as compared to not having a fannypack. You can have more than one fanny pack but it competes for item slots like the flashlight and the walkie as they will not work when inside the fannypack.
@@patrickguidroz2 slots is way too good
Yeah backpack and radar too op for this game
I think added something funny like cart would be better
I think the back pack should be used for having one large item (like the large axle) in its storage, so you can hols a two handed item and still use ladders, or just hold two large items. The fannypack's idea is rly good, but I would have it where a fannypack could only hold ONE small item, and you could only have two
@@normaleverydayman7004 i also thought about a shopping cart that would be goofy as hell
Given that they explicitly describe the forest guardians as "toddler-esque", I think they just shouldn't have object permanence.
If you manage to break line of sight completely, with a tree or any other tall obstacle, they'll stop chasing you immediately - as in their mind, you haven't just gone out of sight, you've fully disappeared, never to return. This fits with their description, gives a meaningful course of action when spotted, and still allows for some potentially hilarious deaths when a player tries to hide behind a tree that's too thin and dies screaming "NO STOP YOU CAN'T SEE ME YOU CAN'T - "
the idea of forest giants lacking object permanence is goofy asf
You cant see me >:] ... wait **Tree skinnyness**
Anything is better than their current state
@@skele9762 playing peek a boo with giant forest protectors lmao
This is a good idea
Love the concept of the "stranger". It plays along with the terror aspect of Leathel company scarily well.
leather company sounds like something you really don't want to watch on internet
@@pitivan3895 man, neither of you can spell lethal huh
@@ashemochaYo dude you mispelt leethel
It seems hard to do, but would be so cool
@@TheRandom000 uma actualy its letoll componio
I think that moons with a single yet terrifying monster inside the building would be interesting. It would feel more like a boss battle, except you know you cant fight it. An idea like the stranger would definitely work if the dev wants to add boss moons.
could be like a weather event. Imagine being like "so the weather just says 'strange,' what does that mean?"
I also think there could be a small chance of a Strange moons not being labeled as such. and, you could bring back corpses of monsters from Strange moons, to temper the huge threat with huge loot.
That’s a cool idea. I hope they add it even though it’s expensive and I have to keep up with it. I’d like to add one thing, if you don’t feed the looting bug then it will turn on you, dropping any items it’s holding and attacking you.
Like a limb-esque parasite that covers the walls slowly with eyes and it’s tendrils can hunt you as long as the eyes can see you.
What would be more interesting is if the boss moons just appeared on the terminal and the terminal acted like they were always there, like a warp in the fabric of space time. Then the boss moon would disappear and it would go back to normal.
@@ultimazilla9814 that would be interesting.
the strangers hallucinations should be more vivid or be seen by "most paranoid" employees
And maybe make it so one employee is designated to not see any of the hallucinations, so they think the other players are making things up.
Or Have the "Most Paranoid" be the one who sees nothing, but hears even more sounds. Sometimes the Ghost, or the Jack-In-Box,for example.
@@captainabsolution ...that's already a game mechanic, the "most paranoid" is a mechanic that is in the game BECAUSE of the ghost girl, the most paranoid employee is the one who sees the ghost girl (if she is even ON the planet)
@@PurpleFisho
Oh. lol. Did not know that. Thats explains some stuff. I wonder if other folks know about that...
Well, they should add more sounds to it then,if, you know, they already didn't. lol
That would cause the problem of a random player with the highest fear stat getting fucked over by both the ghost girl and the stranger, which would be annoying, to say the least.
Instead of a backpack, I would love a Pet Looter Bug. He can hold one item, and can even carry heavy objects or an active flashlight, but he’s not only expensive, but requires upkeep. Gotta remember to buy him food.
WAIT HEAR ME OUT
Y’know those scavenger bug things already in game that murder you if you take their scrap?
What if- What if you can tame one
@@WhatABinglylittlescronklylil- How about a spore lizard pet?
Any monster that comes after you is disoriented by their pink clouds. They are also said to eat hoarding bugs, so if a hoariding bug nest has a lot of loot, just feed them to your lizard and viola loot is yours
Just be careful not to get lost in their clouds or hit them. Requires upkeep as well
Why not just backpack skins like the suits and one of them is a hoarding bug?
@@dr.consumerock6798 I heard the spore lizard is a vegetarian but yeah it would be cool if there were more interactions between monsters that live inside the facility. Imagine thumpers and bunker spiders chasing down hoarding bugs giving you a bit of breathing room to grab loot before the day ends
@@zacharyweaver276 Imagine you accidentally stare at a Bracken too long causing it to chase after you only to hear a roar down the end of another hallway and see a Thumper just rush the Bracken down and kill it
Monster interactions = fun and memorable experiences. Zeekerss, please do
I feel like a mimic like the stranger is something that would be really cool to see
Yeah.. but maybe a less "backrooms-y" approach?
An impostor you could say
Not every facility turning into a maze to eventual death has to be backrooms related you know@@Zedryx69
@@Zedryx69 wytb
It would be so hard to code tho
The stranger is great, I can imagine every time someone enters a stranger facility they will say, be careful there is a stranger
This is the fire exit mimic and the skinwalker mods all in one
Took stranger danger to a new level
finally "stranger danger" can be a useful term again
battle for circle....
@@ovalhill shhh….. they ain’t supposed to know about that
I have an idea for the snake: what if it’s false eyeball is worth a lot, it would make the creature similar to the beehive. High risk, high reward.
Beehive aint high risk, you caj solo it wothout much damage
@@TheAllSeeingGamer1 okay
@@TheAllSeeingGamer1 Takes a decent amount of practice to figure it out tho
@@ezzeldinmohd6740 not rlly, my second time I was able to get 3 with minimal damage
@@TheAllSeeingGamer1want ur medal yet?
I've always thought the best idea to implement a mimic type monster would be like this:
A form of parasite or a lanky, needle-like creature that skulks around and actively hides from you. Easy to kill in one shovel swing, but hard to spot as it blends in with the industrial environments. If the parasite is in the level, it will start recording all voice chat from all players the moment they enter the building. When a player dies and the body is easily accessible, the parasite will quickly drag the body out of view and enter it. It will be able to be detected from the fact it'll be covered in blood and have a small hole in a corner of it's visor, which reveals a small part of the parasitic body's face when illuminated. After it takes control of a body, it will start patrolling around the building while playing the voice of the player which the body belongs to. It has the exact same animations as a player character, except for some rare twitches. The voice lines it plays while patrolling will be any normal volume communication the player has done, no shouting or screaming. When it spots a player that is in the distance it will stand there and cease all communication for a moment. Before quickly pulling out a stop sign and running at the player and playing any loud sounds the player it is mimicking has done, such as screaming or shouting someone else's name. When it reaches the player, it will attack by swinging the stop sign at them until they die, and then it will holster the stop sign and continue patrolling. If you spot it at close proximity, it will begin the chase state immediately. It is also susceptible to all hazards a player may die to, but not other creatures.
Anyways thanks for reading my funky idea, this video was cool and just inspired me to share it.
Check out the skin walkers mod
that kind of got added in the form of the masked, I like the idea of them being able to mimic voices
@@bustybishop1753 Dose it work that way?
No
im not readin' all that
I REALLY like the Forest Giant idea! When I read their journal entry after having encountered them a few times, my first thought was "Curious? Toddler-like? Eating anything that moves? Why not play with their food first?" It'd be a great panic-inducing element, making it sort of an inverse to an eyeless dog encounter. With dogs, your stealth is much more focused before they've seen you, with the skillful dodging and weaving coming into play later, and this change would make being caught by forest giants less of a "Welp, time to die and call out to my teammates that I'm dead!" moment and more of a "Oh crap oh crap am I dead should I call for help???" moment.
It would be a really good mechanic if the giant dropped you and went for someone else if they ran and made noise next to it, also if you could give then toys or "interesting scrap"
Oh look! Shiny! *Proceeds to whack the worker around*
@@aarepelaa1142 Yeah, distracting them with a toy robot or any other "toy" scrap like horns would be really cool
I would personally make it so that the chance of getting released goes up if you are quiet and still prior to getting grabbed, so if a forest giant starts approaching you can either stand still and try to get released or try to run for cover adding a little bit more interactivity.
@@TenBillionAnts That'd be really cool! I love games that give you multiple equally awful and terrifying ways of evading monsters, making it nearly a 50/50 on which method could save you or get you killed.
I like the idea of The Stranger not being just a creature but the whole facility you find yourself in, trying to lure preys into their jaws just to eat them, making this thing more horrifying.
An item idea I've had for this game would be markers.
You could use them to write on the walls, leaving notes about dead ends or where the exit is.
It would also be a good moral booster, cause of course people will write/draw stupid shit.
You could also make a monster or modify one to mess with those notes. It could erase them or write false notes to lead people astray, and that way markers don't make the ship operator too useless.
:>
Not to mention the lore potential of finding graffiti from before and during whatever happened, as well as notes from previous employees. Maybe even a system that saves your drawings to appear in other player's games.
@@t.s.teller8530 that would be too complex to add, it could end up overlapping tons of notes. however notes from "previous runs" could be combined with a item you would find in the facility: next to the squeleton or corpse of a dead employee (not one of your party) you could find a few equipment items as well as a chance to have a drawn map, showing you parts of the facility
@@ThePunisher267 I'm not saying it would be any more or less possible than anyone else's ideas, just that I think it would be cool, and hilarious to see what people would do to mess with each other.
Though I don't understand why you think multiple notes would overlap, could you explain? I'm curious how you think this would need to be implemented.
Great idea - It would probably be simpler to implement and use if we made it a spray can instead, though. Using markers to write in a 3D environment doesn't really work well (unless you have VR).
Even if the dev doesn't add any of this, I'm sure the modding community will loooove to sink their teeth into these fun ideas
Ive though about if they added a "threat" that lives to make your life hell but doesn't actually kill you itself.
Basically it would terrorize the team, making loud noises or maybe making fake enemy sounds, moving/stealing items, and spooking people by suddenly walking around a corner or bluff charging, like it was pretending to be a flowerman.
A very rare enemy that just bullies you
It's already in the game, what are you talking about?
They're called "trolls" 😏
hmmm, a *mimic?*
I mean, there's the lasso man
Hoarder bug, spore lizard
But they should still occasionally straight up kill the player so they don’t lose their fear factor.
I absolutely ADORE the veiled weaver, stranger, and polyp welt. Such creative and incredible ideas that have to be added.
I will say though, I feel like the stranger would be more scary if it used the strategy of separation of players only for the first kill. After the first kill, it could stuff itself into the persons suit and would play recordings of the dead persons voice. You would be able to recognize that its a stranger because the suit will have blood all over it and the persons voice would be slightly distorted or pitched down.
i like the ida of the polyp welt but I feel like a good indicator of one being nearby would be that there are no baby welts in the area because the big polyp ate them all. Idk it would just make more sense to me.
@@beanwithbasicskills4038 ate isn't the right word more like combined
@@ThatRussiancatAssimilated, like The Thing
From a design stand-point, I don't think The Stranger is... the easiest to put in. You'd need entirely new room generation, if the flavor text is true. The playing of random noises and audio clips is actually the easiest part to code; after a period of silence is registered, record the first 5-10 seconds of player audio/speech or until silence, then replay a piece of that (you can fudge around with which part based on volume or pitch, see if you can't replay someone's death screech or an eriee "Oh no" as they fall into a hole). Then, play that or asorted in game player noises 8-12 meters somewhere vaguely behind where the player is facing, lightly muffled.
The whole idea of The Stranger is AMAZING! Terrifying, but amazing. To incentivise experienced players, the scrap gen can be insane the further in you go, with the lore explination that it is both there to entice employees as well as those being the remains and gear of previous employees who died (boom-sticks, maybe hand held scanners, gold bars, apparatuses). One thing that might be fun is adding the ability for the dead to spectate their own bodies, if there are any, and to then have The Stranger drag any wayward corpses (fall damage) to a mouth. Watching your corpse get dragged away and swallowed by the jaws of the building, unable to communicate other than "I AM FORCING YOU TO LEAVE THE PLANET!" would be amazing. Or, to preserve the scare of getting lost and eaten, instead have the corpse pulled into the floor, like The Stranger is absorbing it.
And basically leaving no blood behind too and maybe also the loot that the player was carrying?
I love the idea of getting seperated from Your team by even a single room would just trap You (after a while of course).
I remeber watching this backrooms video by Kane pixels i believe. A hazmat team enters the facility And the one we Are watching splits off, then he comes back but before his very eyes the entire team dissapears leaving him alone
yeah like it's cool in concept but this is AAA developer level programming, like I really don't think the room generation and getting lost aspect is feasible
I feel like it should be a fake main exit / fire escape that looks eerily different on the opposite end of the inside rather just sentencing the separated person to death
zeekers already has generation experience from at least 2 of their games and it steals' maze generation is already set in stone for them to move over to lethal company with tweaks. Procedural generation is not as difficult to code as you might think
Given how deadly the outside can be already, I think it could be cool to give the Cyclops Serpent an ecological niche to interact with the fauna that spawns alongside it: its poison could be very painful and debilitating even for larger creatures, and as such the Eyeless Dogs and Forest Keepers could be rather unwilling to approach one when hearing and/or seeing its warnings.
This could make for an interesting dynamic where company employees being chased by the apex predators of the ecosystem could run to one such Cyclops Serpent to temporarely defuse the chase and catch their breath, though they shouldn't linger too long near the danger noodle lest they want to find themselves poisoned as the serpent runs away and leaves them stranded with their now perfectly willing predator.
Maybe, as additional balancing, they could be diurnal creatures and linger for just a few hours after the sun sets, so that the danger hours remain such.
I'd like to see the monsters interact with each other, like how you can bait a thumper into a spider nest.
It would be so cool if monsters interacted. Not only does the world feel more believable, but if you stumble across something like a Thumper corpse, than you know something even deadlier is roaming the halls
@@skulkytnah its entirely possible, they just need to make a model for a dead jester, like with its internals spilled out- and then make a creature that attacks it.
Yeah! It does happen sometimes, like one I baited an eyeless dog into a baboon hawk and they juked it out while I hid in the ship. Really shocking to watch
I've had a baboon hawk emerge from the ground in front of me while there was an eyeless dog behind me sniffing about. Let's just say I got to watch a monster hunter turf war in lethal company
Yes I want more of this I know Baboon hawks will attack eyeless dogs if there are enough of them so there's a warrant for it. Imagine thumpers and bunker spiders hunting hoarding bugs cause that makes sense to me. You shouldn't be able to bait every monster into fighting other creatures but it would be cool if there were more interactions among them. Imagine the slimes at least eating dead monsters as they move along and maybe making more of themselves or falling asleep after a eating so much
I love how how Veiled Weaver is just a giant house centipede and over all of it's design and behaviors are very fitting Lethal Company.
I'm sure that everyone who has thought of any ideas regarding this game has thought of a mimic of some kind, but the idea of the stranger killing every other monster in the facility and turning out the lights is so cool and unique
And maybe also reshape the facilities making it into an infinit maze. Like he said. bending the laws of physics
weeping beetles should absolutely be something that bunker spiders actively chase for food. Like maybe they would be attracted to horn sounds and you could use them to distract the spider or maybe even use them to trick snare fleas into dropping onto a target that poisons it? Idk.
It was super fun doing the art for the weaver!! Thanks for featuring me as an artist on this :D
Nice work, the weaver looks like a scorpion mixed with a house centipede.
another Artist here - you did done a stellar job! It reminds me heavily of the universe of Turnip28 - I'd like to recommend it to you!
Your art is very cool
@@neurosis51i was like "what is this person talking about" then 20 seconds later i was like "ohhhhh"
That thing terrifies me, great work!
I feel like a neat idea for the forest giant could be that they stand still, pretending to be trees and are always watching, but when a person gets too close, then it'll chase you and eat you.
That’s what the drawing for it in this video looks like, funnily enough.
I had some ideas for creatures
1. Eekworm: (Uncommon Creature)
An uncommon parasitic-like creature that can be found latched to many of the moon’s entities. It emits a destructive wave signal that interferes with walkie-talkies. This parasite is quite large and visible on any creature it has latched onto. It can be killed with a single use of a stun grenade or taser.
It is immediately obvious when there is a parasite nearby, as any noise received from walkie-talkies will become jumbled making the player more defenseless for the entity that is hunting it. Additionally, this parasite blocks off all information received by the person viewing from the ship in a surrounding area (map will be contorted). The parasite itself feeds off of the blood/energy of the creature it is attached to, which is why it seeks to benefit them in their hunt.
Additionally, the parasite will not be killed if the entity it is attached to dies, it can only be killed by stun/taser-like weapons or after it falls off of the now dead entity it was attached to. Although, the parasite will quickly retreat to find another host so it is advised to kill it quickly after.
2. Morphverk: (Rare Creature)
This creature hides in the ceiling and *almost* silently latches onto the player when they walk underneath it.
The player will continue normally, but when the player finds themselves in a group or with other players, it has a chance every few seconds to take control of the player, morphing them into an amalgamated monstrosity that chases the other players.
The parasite could be removed through a single use of taser, stun grenade, or whack with a sign/shovel. It is extremely small so it is not easily detectable.
3. Cryfeeder: (Very Rare Creature)
This creature will make whispering sounds when near any player, signaling its approach. Approximately 5 seconds after it stops whispering, it will attempt to launch itself at the person, attaching to their face.
If the person screams, moves their camera, or does anything at all, it will kill them. If not, it quickly retreats back into the darkness. It is vulnerable while retreating and can be killed with a stun grenade, taser, or single whack of a sign. It is not vulnerable before it attacks though.
With the behaviour of the monsters in Lethal Company, it would be pretty cool to see some sort of symbiotic relationship between two different monsters. Imagine being so mad that they formed a collaborative trap mainly for your death.
15:49 THIS DESIGN GOES SO CRAZY whoever drew this ily
Also as someone with a massive Rain World special interest who is also obsessing over lethal company, this channel is literally a godsend
That would be me! Happy you enjoy the art :D
@@stevemobcannon7225IT'S SO GOOD
@@stevemobcannon7225 I KNEW I RECOGNIZED THAT ART STYLE SOMEWHERE OMG
Oh yeah, this one is one of my favorites other then the stranger.
@@stevemobcannon7225 looks really cool and also remind me of house centipedes
Considering they fixed the railing thing, i think they should add beartraps
Would be awesome. Either as something you can buy or hazards inside the facilities like mines and turrets that can affect certain creatures
@@zacharyweaver276Why not both? You can buy them in the shop and place to trap creatures, but teammates can also be trapped in them
@@mythrilly Yeah makes sense there are plenty of items that can be used to troll team mates so it makes sense
@@zacharyweaver276 i think its crazy that the lightswitch comes free with the ship, even though the only thing it does is negatively impact visibility when off. I understand that its for the storm, but they could just make the lights go out for a short while instead of until you turn them back on.
@@jc_art_ maybe in the future they'll have creatures attracted to light or can't see in the dark so there will be a reason to turn the ship lights off besides trolling
I really love the forest guardian idea! Since they're described as having a child-like wonder, that's perfect for them! A good way to make them seem less of a mindless monster that you can't get away from and more of an actual curious creature like they're described as being!
I think a shopping cart that can't be taken up ladders or through doors would be a fantastic edition. So you still can only carry a few in the facility. But one man can bring back a good 8 items themself. Or carry multiple two handed items in the shopping cart. Also fits with the goofy horror of it
Could also be a shitty cart the company bought on sale so it squeaks and attracts monsters that way
⬆they don't know that zeekerss is gonna add a truck to the game
one thing i'll add onto the healing jelly visual design, I think it should look lore like a canister rather than a glass bottle. because something like the TZP inhalant is inhaled by being connected on the mask rather than consumed through where the mouth is. and maybe it even work better as a gas too, to work better with the mask idea, I feel like jelly would raise questions like it getting stuck in the mask(but now that I'm thinking about it, that maybe could be a mechanic, it having a chance to get stuck in the mask and slowly suffocate you)
Maybe you connect the jar liz to the mask snd guzzle it up, would be funny if it left some stains on the mask, maybe you'll burb if you eat too much covering the vizor with jam
Could also use the jelly like lotion and apply directly to wounds. Bonus points for the jelly adding stains to your suit.
Some sort of anti poison gas definetly works better than straight up food.
Both for the reasons you've brought up but also there is a theory that there is a food shortage at either the company or humanity as a whole so it would make more sense to be like the TZP inhalant.
I think you apply the jelly to your wounds, not eat it
@@ImNotFine44 Well its described as having a meaty Berry mixture taste so im Pretty sure You eat it.
Also what would rubbing it on a wound do if You have either breathed it in or were injected with it by fangs or a Stinger?
Unless i just don't understand how venom/poison works.
With the change ideas I have other potential adds
1- with the forest giant, its eyes should glow, it is noted as related to the bracken and it would help to know where it is looking
2- with the thumper the charge bait mechanic should be useable to make it jump off ledges.
Number 1 is a great idea horror-wise, lore-wise, and gameplay-wise
Imagine just seeing a pair or more of their glowing eyes just staring at you before they come hauling their a$$ towards you. I can already see and hear the comedy and horror
I really hope zeeker sees these features/creatures and adds them to the game and if it were to get added it would be a BOATLOAD of content for the game. (also i really hope you make a part 2 of this video with more ideas!)
Probably got his own stuff he's working on so random community ideas are probably not getting implemented, unless they're balancing related perhaps, but I don't think this game relies on balance too much, just that it's not too crazy, it they end up having like 40 monsters they definitely need to be limited to a certain roster of monsters each seed, like 8 different types of indoor and outdoor enemies total because if there's like 1 of each enemy when there's 20 different enemies it'll be awful to play
@@aarepelaa1142Yeah, exactly, and Lethal Company is a 1 person team right? Just Zeekers? So it would be HARD to code like the Mimic or even the Veiled Weaver
@@aarepelaa1142i really hope he adds something like the stranger, it doesn’t have to be exactly like it but the mimicking in a game like this would be insane. And the explanation/description is so cool too the fact that no one knows what it looks like and how it hunts EVERYTHING in the facility, and leaves nothing but dark empty rooms. i also like the scripted death of the fire exit, being a mouth with you having to accept your fate
@@aarepelaa1142there is already limits to how much enemies can spawn. Theres a total amount of points per map, each enemy taking a number of points depending on their difficulty and there are caps of how many of the same enemy can spawn.
I'd love a part 2 as well!
I think the Weaver would be more inserting if it interacted with other monsters, for example fighting Bracken and Jesters, as well as running away from Coil-Head and Nutcrackers.
fighting a jester is crazy
I think it would work better if it was like a scavenger and stole dead bodies, giving players a reason to go near it to retrieve the body
A monster idea:
Its a centipede-like-bat-thing that would eat up people’s bodies to “copy” them, it would use their player audio throughout the in-game day that they have spoken in, if the player didn’t talk at all, it would simply scrap the body and hunt for another one.
To imitate player movement, it would move away from other creatures and avoid hazards, while also choosing a random reachable items to go towards so they don’t just stick in corners of the map doing nothing. To add to this, it could use louder audio if its near a creature, and use quieter yet more distorted audio if it detects players nearby either from seeing or hearing them. Once this happens, it would start speaking whatever audio clips they want from the body they ate (essentially random middle sounding audio), and then enter a roam state to either lure its prey towards it or to find the prey itself by chance.
That's sick as fuck
it would probably have to mute the existing player or have a emp effect to stop players from just ratting it out, but thats a very fun idea
nosk in lethal company
audio copying is such a good concept that just can't never work
it would become obviously repetitive and tbe fear of it being your friend or not wouldn't last for so long
I feel it would be better if it didn't copy a player on kill but randomly copies a players username the second you get inside of the building
it would be cool if it just took whatever the player is currently saying and regurgitated it like a speaker, just slightly distorted so you can catch on
if it gets close to its original it will then go for the kill
if it's near others I would decide not to
but at this point I'm just saying a whole new thing
Honestly i think instead of recording audio snd playing it back, what if instead it was a duo hunter changing the audio sources of the players? So you could hear one another speaking and also respond to eachother, but the thing you hear is actually from the monster even if it's your friend talking.
The Creatures idea:
Changling: A small slug-like creature that can cling to the ceiling and the wall. Can be in any moon. When it spot player, it would launch itself at the target. If it connected with the player, it wouldn’t kill them but instead bury into the player. It would remain in the player, even when going out. The creature would split open the player’s chest (killing him instantly ) revealing the row of teeth if it spot another player. It can also not happen immediately. It will die in one shovel strike.
Lung Squid: A cephalopods that only appear on the flooded moon which causes it to surface. It moves around the body of water and would used its six tentacles to catch any players who go near the water. It would drop the players into its gaping mouth when it caught one.
Behemoth: A large Mammoth like herbivores that rarely appear on any moons. They are friendly to the players and its big sizes scares away Forest Keepers. The loud foot step they make also scares away Eyeless Dogs. Just don’t get step on by the Behemoth. It also advised to not stay with them for too long as they are a favourite prey of the earth worm.
Living Trees: They are an immobile creature that looks like a trees and appear in forested moons. The only thing to differentiate between them is Living Trees “leaves” looked like hair. If the player got too close to them, the Living Trees would split the trunk revealing the maws and the tentacles would shoot out of the mouth to drag the player into their mouth.
Winter Watcher: A white tall, thin entity that rarely and exclusively appears outdoors on the snowy moons where there is constant blizzards. Its head is a lantern that shines brightly in the blizzard. It never does anything, just watches the players from afar. It would get closer however and the players is advised to not stare at it or get closer it. Should the players stare at the watcher (especially at its head) or close enough for too long, they will burst into flames killing them instantly.
The Eclipsed Ones: Appearing only on the eclipsed moons rarely. They are tall, wearing a black robes with a hood over their heads. If they appear, there would be about 12 of them circling the map and they would begin to chant. The players are now on the time limit. If the Eclipsed Ones finished chanting after 7 min, the huge squid faced hulking humanoids called, ”The Lords” would spawned rapidly across the entire map (At most 20) and would chased down the players to consume them.
Firestarter: Appearing only on moons affected by misty weather they are a lumpy humanoid carrying a large fuel canister on their back, whose faces resemble gas mask and the right arm surgically fused together with the huge flamethrower. They wander slowly, constantly shooting out the flamethrower which has long range. If they spotted a players, they will aimed the flamer at them though players should always steer clear from their front. They always leave fires on the ground which burns anyone who run into it. However, Firestarter can be burgeoned to death by the players (though they have high hit point) to steal their fuel canister which has high value. The players should not hit the fuel canister on the back Firestarter as it will explode, killing both of them and the value will be significantly reduced.
Thundermine: A small spider-like creature that has a tall blue crystal on its back. Appears during thunderstorms, they attracted lightning strikes on their crystal. Its cause a burst of electrical which will instantly kill anything near to the Thundermine. They can be killed for their crystal which have high value but they attract lightning strikes more often than any metal objects.
Love the ideas, but the balancing may need some tweaking
🦣 ❤️
pretty good ideas but your balancings super off
I do like the idea of event-specific creatures
Great ideas, though the changling is kinda redundant to the snare flea.
What i like about the stranger is the Eldritch horror theme that is implied to exist because of the company store, and ties greatly into the procedurally generated horror of lethal company. The bunker doesn't kill you, only its residents. The Stranger is the exception.
All your monsters can be avoided by simply "don't fuck with it" and then their is the last one where it's just going to murder everything it sees.
I really like the idea of the stranger, it explains why some of the creatures are scared of the player.
i feel like the concept of the stranger is the best mimic idea thats out there!
just the idea of going into the building and realising theres no other monsters but something is wrong would be bone chilling!
id love to see more concepts!!
Was a blast working on this, thanks for the opportunity
I like the stranger idea, but I have a similar idea myself: an anglerfish type enemy that has a lure that looks like an employee. It has prehensile control of the lure and can even mimic phrases it's heard. It'll stalk various team members, making walking sounds, and door openings, as well as the sound of loot being picked up. Once it's stalked for a while, it'll start using your voices to lure you in. The lure has two 'tells' so to speak, one being the way it moves looking odd, the other, a thin strand leading from anywhere on the body in the direction of the monster. It isn't very obvious, but it is noticeable if you look closely. The lure will try and use words that your team has said in relation to 'scrap' or 'loot' towards the angler's body, or what you've called a creature like if your teammate had said 'oh crap a brakken', it'll use that to push you away from the exits, and closer to the main body. It isn't very fast, but it can blend into the ceilings and walls it resides on well. Once prey is within striking distance, it'll leap at them with a scream, and once it's killed you, replace the old lure with your body, now feeding on the old one, so now, it'll appear on a radar as if you're still alive. It'll also prioritize using the voice of the dead player on the lure.
The stranger is SO COOL but would be SO HARD to code
i can see the mimicking be done, but the being teleported while separated seems very hard to balance and code well, which is the main selling point of it. and making it just another monster in the bunker wouldn’t do it enough justice. I think he just needs a different type of way to hunt and kill players.
@@MFD00luckily for us, its ai is really smart
Abit late but coding it shouldnt be to hard. It would consist of a seamless teleportation through a fake fire exsit to another map with similar world gen until the special hallway event where it could use random rooms until the snake thing
I LOVEEEE YOUR IDEA FOR THE FOREST GIANT, having the player give more of a chance against them and making them seem more like giant toddlers
and I have an idea of my own for all the monsters already in the game too, what if they're were more interactions between all of them so it could seem like there's an ACTUAL functioning ecosystem? Like we already see how The Eyeless dogs and Baboonhawks interact aggressively with each other but what if they're were more? Like those Baboons running away from giants while the dogs try to fight it but fail and having the giant kick it away? Or when a bunker spider sees a hoarder bug and tries to eat it? Or having something to make the Snare Flea relevant with the other monsters... That's smth I think would be cool and make the moons and its creatures feel more lively
Give Snare Fleas the ability to drop onto other creatures. Sure, its a very situational addition, but it gives some strategy to spotting Snare Fleas; maybe you can catch a Bracken in it?
Item idea: Color Tapes, the color is randomised on delivery to add up some variety
Uses: player crouching and hold click on the floor puts the line of the tape that can help players trace back to the exist without getting lost
(Buy another one when run out)
(only inside the facility)
Item price: cheaper than basic Flashlight
i like the backpack idea. I would say go further and add 1 clothing slot to players allowing them to wear 1 piece of clothing, changing how players play the game. Like a backpack to add +1 slot in your inventory, plated armor to reduce damage by a lot, but would weigh you down, or a tracksuit to allow you to sprint for longer and would recharge your sprint gauge a little faster.
Legit think one of the better ideas would be to simply have more life that is either non-hostile or non-hostile but can add difficulty to your run without being directly damaging (makes it harder for you to see, if it sees you it makes loud noises which attracts other monsters, etc). Like the bird idea, maybe they just run off with stuff you leave on the ground. They don't have to attack, they could just mess up your trash packing tactics. Scanning them will be easier and helpful early game and if you get bad luck or mess up won't be as "welp, guess I'll die and not meet quota" as some of the more one shot enemies can be. Fun though those enemies are, but if all the enemies that get added are that level of danger...well you just become oversaturated with them. Which is why I like the hawkbois update, since they can be dangerous but there's a bit of a lead up to the pack attack.
Which is to say, I like a lot of these ideas because for the majority of them getting hit or messed up can still give you options.
Just to add on the whole stranger thing, I think that when you get to the hallway, every single monster would chase you down it, even though they are a hallucination. But the door at the end of the hallway kills you when you open it, as what it looks like to me, it is a door with a mouth behind it. Also, because this ‘stranger hallway’ would have rooms in it, I think that it would be cool if all of the doors are locked, BUT ONE, which would drop you off at a bricked door (like you open the door and get out, but when it closes behind you and you turn around, it’s bricked up). I also think that it would target “the bravest employee” (which would be whoever sprints the most) with more hallucinations, but the most paranoid employee would hear the most sounds. And to get rid of the stranger, everybody must exit the building through the same exit. And one last thing, the ghost girl will not spawn if the stranger has already.
I absolutely love the Veiled Weaver, very well designed and extremely interesting in visuals and speculative evolution. The rest of the monsters and ideas presented are great as well.
I think a mimic type creature with prerecorded lines that just have really shit mic quality would both be funny and easy enough to make but still have great potential for horror.
I really like the flesh tumour wall idea, but I would say that not only is it found at dead ends, it also shows up in dark areas and can be stopped using your flashlight by shining it to stop it from opening its eyes and attacking you, you can also still kill it with a shovel if you want
The “stranger” is a wicked cool idea, but probably really hard to implement, since effectively a moon to itself as it completely changes the bunker. You could take advantage of that though, and have loot that only spawns on stranger moons. Stuff like the equipment of past employees, or items that only drop after another creature is killed.
I really like the Forest Giant's change. They're the only enemies in the game I actively dislike and roll my eyes every time I see them. My take is add some kind of light emitting from their "eyes", white for normal state, yellow for suspicious, and red for chase state.
They reworked the thumper, now it work just like you suggested ❤
Thanks for letting me do art for this video! It was really fun drawing the Thumper! Also, love the video! These are some very good ideas/concepts
i feel like an alternative for the backpack is a rusty wheelbarrow.
The wheelbarrow does not have inventory slots but instead depends on WEIGHT. it can hold around 50-60lbs of items before it inevitably breaks. Even so, the wheelbarrow can still break if its dropped, or damaged by a monster, turret, explosive, or weapon. Pushing items in the wheelbarrow is 2x faster than carrying it normally, though you will still slow down from stuff in the wheelbarrow.
item idea : a literal bag of breadcrumbs to guide you back to the entrance, that certain monsters may or may not eat and follow to you
One idea for the backpack is the ability to store one a heavy item, i.e. bottles, axels, and the apparatus (with the only exception being corpses), making it quicker and easier to transport big ticket hauls back to the ship
As for creatures, how about something that uses the corpses? A *Possessor.* At the start, without a corpse, its an intangible (and harmless) black fog, simply roaming the facility hanging low to the ground, easily mistaken for a shadow. However, once someone dies in any way that leaves a body (including pits, excluding getting webbed by spiders) the possessor will encase the body in it's shroud and posses it.
The Possessed will point at danger, use flashlights, dance with a group, follow the closest person (staying at the back of the group), and collect things, prioritizing tools and high value scrap, even dropping and switching out based on priority. Once it's inventory has high enough "scrap value", or as the group gets close to the exits, the Possessed will discreetly run out of sight and away from teammates, being slower due to carry weight. Once caught and killed, the Possessed will drop everything and the Possessor will wander, unable to possess the same corpse twice.
All of that, of course, is if you're in a group and somebody dies. If alone, or if no one dies, the Possessed will spawn anyways around midday, taking the name of a living teammate and avoiding them if possible. In this state, the Possessed will be more 'aggressive', focusing more on scrap than teamwork.
The only major tells would be any wounds on it (including a spring head), and not speaking, and as an extra little twist, the dead can spectate the Possessed, and if teleported, it will immediately run for the entrance, no matter the conditions
Imagine pulling out the hand held radar just to see a red dot following right behind you
The radar shows the whole facility as red for stranger
I would make it so that the giant only sees movement and would hunt the player until the line of sight is broken and you are standing still.
While watching the part were you talking about improving the forest giant, I've got an idea on if the forest giant were to find 1 or 2 dead employees, there will be a small chance that it will play with the bodies like dolls. (Making them kiss or having a tea party, ect.)
the jelly would actually go well with the lore because the company is really low on actual food so it would make sense for them to start sending fake food that probably tastes horrible
Props to the artists! All the artworks look great.
A concept that could be used more is the trapping of players by creatures before eliminating them, for example, some of the spiders' attacks could be non-lethal, leaving the player unconscious to be stored in a web to later be consumed if not saved.
Another thing is that there can be more organic interactions between the creatures themselves, to create interesting mechanics and opportunities that the player can use.
And a mimic that records excerpts from players' VoIP and uses it for its own purposes is an incredible concept with both horror and comic potential.
So glad that Daszombes shares my Lethal Company obsession
The Stranger would have to be a rare creature... much, much rarer than the ghost girl for it to still be scary.
So rare that you're more likely to get 3 or even 5 in a row of the highest quality items from lootboxes.
Make the chances low enough that even the wiki isn't sure it exists
I like the idea of Forest Guardians being literal toddlers. What if there was a chance that they like, nibble on you, like how children put random shit in their mouth. I also think it’s be cool if you could be friends with forest guardians, maybe giving them some sort of item in exchange for friendship. Big friend potential!!!
If you give them a big toy they will play with it and leave you alone. Maybe even wave at you if you walk by
Maybe you could completely pacify them if you gave them a toy robot or a rubber ducky and then they go around punting eyeless dogs for you lol
Do a dance from far away, and perhaps it will do so too.
The stranger is the type of monster you would meet in a D&D horror campaign and I love it
I feel like the idea of The Stranger being some sort of super monster is pretty cool. I like the idea that we could have these incredibly hard to deal with monsters and just balance them by taking up every spawn slot in the facility. Could pair this with more unique facility interiors, whether that be slight alterations to the two we have (variants of them, per say) or entirely new ones.
To be honest, the stranger isn’t that hard to deal with if you are in the know. If you have a friend stick by you, you are completely safe and although the darkness is inconvenient, unless you are around bottomless pits, it is completely harmless. I could see people even being excited to find a stranger since they can hunt scrap knowing that nothing will hurt them so long as they have a buddy
@@nuclearwill4814 I imagine there would be more to the stranger if it existed as a said 'super monster', mechanics to try and split players up and such, disorientate them, so on so forth.
the boomstick is honestly so actually genius. here's a new idea for a creature though: a shipleech. a creature that attaches to a random spot on the top or sides of the ship that sucks the power from it, turning off the cameras, disabling the doors, and preventing it from leaving. now preventing it from leaving will not ignore the midnight time. these leeches are non-hostile and can be found in just the middle of the wilderness, moving about half the speed of the slime towards the location of your ship. they also eat circuit bees and their hives.
edit* for clarification and balancing, they only stay on the ship for the ingame equivalent of 1 hour, and die in one hit.
I do think the stranger is too complicated for a simple creature. I think it might be it's own game if anything. but a version of the stranger with it's more achivable ideas... that's cool. an infinite maze is too much in my opinion. I think there should be corpses of monsters as well instead of just empty, but these corpses are deep in the facility, meaning in the rooms farthest from the door. entering a corpse room or seeing a corpse room will turn the stranger hostile, as well as simply being alone. in a group of two or more, the stranger will even mimic the voices of players that HAVE NOT ENTERED the facility.
Leech sounds too annoying hard enough already at times to get scrap into the ship. Maybe the leech could just fuck with terminal commands so doors in the facility along with mines, and turrets might activate at random. Also not being able to do commands until you knock the leech off with a shovel
@@zacharyweaver276 no, it needs to be harder. it needs to be the acurate amazon experience.
Leech is just an Amazon manager screwing stuff up
@@KeyboardTarantula This isn't Amazon this is Lethal company. Essentially the opposite of Amazon these guys would come to steal the packages off your porch
@@zacharyweaver276 my Amazon steals my packages.
I wonder what the guy on the ship sees on the radar when the others enter The Stranger's domain... maybe communications being to break down as the crew ventures further? Walkie talkies begin to distort and the radar starts to warp, eventually breaking down entirely. Maybe it would add to the mystery if there no data entry? To imply that it just seems to be a normal facility that happens to be difficult to navigate and lacks wildlife. Would it be extra fucked up if captured crewmates couldn't be spectated? I think it's scarier if there actually aren't any initial warning signs. Maybe the powe goes out after a crewmate goes missing so the others are like "Hey! Jimmy found the power source! He's alive still!" among some other mindfuck stuffs.
rip solo runs I suppose
I guess the Stranger would be a Only Multiplayer monster?
Or the Stranger could simply never kill the last/solo player, only mess with them and maybe even teleport them back to the entrance if they would have died. Deadly in multi player but a break from the mascot horror with some psychological for solo players. Just to add to the enigma.
Also it should be super rare, like the mansion.
@@t.s.teller8530would funny if the stranger is just not as interested in lone wolfes and just meses with them before kicking them out woty some compensation so they leave it alone , but loving to go all out with groups, then letting a single survivor leave forever questioning what truly happened
imagine you see the stranger on the map icon and it’s like a distorted blue dot like a actual player, and it cuts out your walkie-talkie for a good amount of time, giving the stranger time to separate a crew mate and take them, and only allowing you to hear into your walkie talkie but not talk, not letting you warn them about it and all you can do is listen in and watch your crew get abducted and fed to it.
I'd imagine the ship guy immediately knows but can't do anything
The veiled weavers design is super dope looking
An idea is a mimic but only for dead bodies, plus maybe a reason to bring dead bodies back to the ship. When someone takes the fake body to the ship it turns into a monster or swarm of something
Necromorph Parasire or "IT"
there already is a reason to bring dead bodies back to the ship, though; it stops you from getting fined for the casualty
17:38 omg I would kill for these to actually be in the game. Like, they're perfect-
The water's completely empty so there's really no reason to not add something so cool and terrifying to the game.
How about the ghost of an old man that when he touches you for the rest of the round the affected player can only see a version of the planet on it's prime rather than a wasteland, this also makes all monsters invisible but other players can still interact with the affected one.
edit: you know what? I thought of a way to make him more interesting, the old man doesn't actively chase anyone and can be found in a random room, he looks very friendly and when he spots a player he beckons them to get closer with a warm smile, obviously those who where already haunted by him wouldn't want to approach him again, so how about making it a double edge sword, while monsters become invisible in his world maybe items become visible through walls as well, alternatively, the haunted player could be able the see and pick up items no one else can interact with.
The stranger is such a great one though, because it turns the facility into a high risk high reward type of situation. There is only 1 monster, easily recogniseable by all the lights being off, so once you realise this its just a matter of avoiding the stranger and all the loot is yours because there are no other enemies. Brilliant!
I like the idea of hoarding bugs getting scared if they pick up teeth of robots and flying away. Also, anything if it makes sound.
Although the idea for the stranger is absolute fire, it's always been rough having an AI pick and choose what voice clips it can use, due to the fact that it can easily break up the tension if it happens to be unlucky enough to replay the clip of your buddy say some of the dumbest shit imaginable, and I think by giving some way of other players having control of this would be nice, maybe having dead players pick the clips instead of automatically having the AI do it by itself, because people LOVE fucking around with eachother, or they might not even know what the voice clips are for, but either way, having the player help the scares in some way could lead to less outcomes where the tension is killed, I mean picture this.
You and your friend are walking down a hall, and from deep within it you hear something echo out, and it's just a muffled version of your friend saying: "Eating a burger with no honey mustard"
Yeah, it's very funny and confusing, but if it keeps happening it'll just not be scary.
From some of what I’ve seen, thumpers slow a bit after a shovel hit, so if you shovel and backpedal immediately after they aggro you can kill them. Not riskless by any means, but an option if you get caught with your pants down
Animal idea
Hoarding bugs or a new animal can have nests outside around trees,sometimes even inside of them, they will wander looking for loot around if not guarding the nest, and they may steal loot from the ship.
Which means more storage furniture would be nice aswell.
also it will be cool that players can scare them off, so a terminal guy will now be essential
Oh god they're gonna take the beehives
These are some really amazing art !
An item idea I thought of (but others have probably thought of it before me) is a battery. It’s a heavy device that functions like the recharge station, but only has enough charge to refuel 1.5 items.
was really fun being an artist for this :D!! everyone else did a great job -w-
i love that therussianbadger's first lethalcompany run was a 10 plus player game and the moment he was about to leave the ship with the others and then the forest giant that arived at the landing zone before the ship itself just reached into the thing, grabbed him like a turd off a toilet and ate him on the spot
If the devs open up steam workshop, this game will live on forever.
❤
100%
It technicly has a workshop, but not on steam
A fun concept for the backpack is if whatever is put in the fifth slot or depending on the weight or something else, upon death your body will drop the backpack containing saved items, while not bieng retrievable if your body is gone gone for example the forest guardian killing you off.
That last one sounds like something that would actually fit really well.
A small idea for a piece of loot you could find: Functional hand mirror. It's just a little mirror, but holding it lets you see over your shoulder with a small cone of vision. Holding mouse click extends your hand out at an angle to look around corners, but only left corners just to screw with players. Enemies that care about line-of-sight (specifically coilhead and bracken) also respect the vision of the mirror.
I want a monster that's a reverse Coilhead, only moving when you're watching it. It's speed ramps up when you look at it, so it doesn't quite rush you as hard as the Coilhead does.
This was actually a great video and the idea for the Stranger is actually fantastic. It completely changes the game from a chaotic sprint to get scrap into a methodical experience where navigation is essential for survival. Something like that needs to get added!!!
I love the idea of what the stranger represents, the way that they "eat" any other creatures left in the building, almost makes them a "boss" monster. I think that presents AMAZING opportunities for gameplay reasons, spicing things up, and just getting an excuse to FULLY fuck with the game's core mechanics.
the funniest part is that it fits in the game despite being a supernatural eldritch horror, given that the little girl already exists
The one thing I think is really missing from the game is suit upgrades. Items that can be used to permanently attach them to the player's suit (well, 'permanent' until they die without their body being retrieved). Things like the backpack and portable radar can be done like that, including stuff like a rebreather to greatly increase how long a player survives in water, heavy duty straps that lets the player carry a large item without them losing use of their hands, an 'ick' bladder that bursts when a monster tries to bite them and causes the creature to be too busy gagging to attack for a few seconds (but does nothing if the creature does not bite to attack), a screamer vox that amplifies the player's voice to be heard from a much greater distance (and at close range might be painful enough to make creatures with sensistive hearing or nervous dispositions flee), or skeletal bracing that reduces how much large weights slow a player down.
"verbally jizzing" is a phrase never meant to be spoken
There should be at least some creature that you have to yell at to scare away. It would be like a bear situation. Where if you know weather to run play dead or make loud noises and look big.
I love lethal company the monsters remind me so much of spookys jumps scare mansion, and the designs of your monsters fit into that so well !!
I've been thinking a lot about FUNCTIONAL SUITS, like the pajamas but they actually do something, they're single use (meaning only one person can wear it per suit bought, not like the suit skins that one buys them and everyone can use them) and they impact your approach to the facility and your role in the team
The idea started with armor, so the first suit I thought of was a ARMORED SUIT that would x2 your health (not a lot considering how many things one shot you but would make you fairly sturdy against things that don't) in exchange having a base weight incorporated, meaning that even if you're not carrying items, you already have idk, 30+ weight, making you sturdier in exchange for not very mobile, would be useful for a dude who's job isn't to carry loot in and out the facility but rather to keep those that do alive.
I also thought about an expensive MOBILITY SUIT with the classic jet boots for a doble jump that would be lightweight in exchange for only letting you carry 3 items at a time instead of 4
I've been also thinking about a suit that INSULATES YOU FROM ELECTRICITY, making you resistant (though not 100% immune) to things like the electric bees and any other electric damage that could be added in the future (add more electric damage too, things like pools of water inside the facility that are in contact with exposed wires so you have to walk around them or turn off the lights of that room in the fuse box or remove the apparatus)
And then various OTHER ITEMS like a STUN BATON that works like a shovel with a lot less damage that STUNS the target like the Zap Gun and obviously works on batteries, for when you're not trying to outright kill a creature but rather create a small window of opportunity to run, would still be dangerous to use since it's melee and the stun would wear out quickly since the enemy isn't being constantly zapped like with the Zap Gun
maybe cyclops serpent could guard something like an egg that the players could sell? I mean the bees already are like that but it is harder to tell if it is really guarding an egg. Maybe it could also alert the player if there is another creature nearby by reacting to that creature, or the player could lead the creature into it, scaring it off.
The snakes warding off bigger creatures would be a pretty cool idea. Maybe you could even buy a rattle that mimics their sound which scares off eyeless dogs which hear it
Item idea: bug spray, it can damage/kill any sort of bug creature you can find but it will run out eventually