just make it slowly go dimmer as it burns out making the player panic thinking that they'll be left in the dark just for the character to pull up a new one and light it just before it "goes" out
@@goranpersson7726 Also have "new torch" bound by default to a key but a really odd key that nobody would every press. So they realise they could have had a new torch at any time.
I was thinking the exact same thing as I was watching the video. Literally thinking, "Now the monster is going to go and find Bo. God he'll be so terrified." I think we all truly understood the sadistic pleasure that Vale experienced in this video.
@@airyyyyyyyy so the sounds and ai are based on how many keys you have, one key, and you now have an object permanently behind and to the left of you, out of sight randomly playing the monster clicking noise. two keys, the monster spawns and roams the crypt and once the monster is close enough to the player, it will scream and run away into the shadows. three keys, and it becomes aggressive and will chase the player if it see them. and four keys, the monster will triple its speed and beeline for the player.
If only the end were discernible from failure I could see this being highly recommended but as is people playing on their own would just be confused like a joke without a punchline.
@@kevinaustin51 I mean the code being straight wrong, and the levers being essentially impossible without a lot of trial and error makes that impossible. It could become a cult classic if valefisk wasn’t busy being a trollord lmao
@@cowts535 Yeah like unironically expanding the map, AI, and game features, subtracting the bullshit(correct clues, non trial and error way to solve levels, reduce maze bullshitery, make it possible to win the game lol) and this would genuinely be a fantastic game, the vibe and setting are just executed so well for a horror game, and all the gaslighty stuff like the noises and open coffin even when there's no monster are great
I wish he put it on steam instead of patreon. I'd rather pay like, $5 on steam to buy it instead of joining for a minute to download it, then rescinding and feeling like a prick.
You could have a brick fall out of the ceiling at some point. That would scare people. Also you should have the walls move once, like just a chance for them to stumble upon one of the hallways closing to psych them into thinking the maze actively changes.
You know what would be completely petrifying? If, when you got to the final stage of monster AI and the player has certainly seen it, the monster stood up to run after the player in an *almost* human fashion.
@@nukablecherries That is actually a really good comparison, imagine one with the proportions of the Crypt monster. It would tower over the player. It might have to stoop to avoid the ceiling in some parts.
@@redspy6018 I'm honestly surprised that you agreed with that. And since the monster has 3x movement speed after the last key, he would be *ZOOMING* towards them. Sh*t bricks wouldn't even begin to describe it.
You should absolutely make a fake pause, where you pause the game, but it only freezes the game for a few seconds, and then unfreezes with the overlay still on
What about instead of that, "pausing" only freezes your torch animation and brings up the overlay, so if the player passes anywhere else to go AFK they'd be convinced.. but if they panic-pause in front of the creature they'll find it continue approaching?
What I find most interesting is Bo avoided the monster for the first 2 keys a lot more than the others. Just by pure chance. Everyone else I feel got a better look at it but bo got nothing but half a leg
The monster doesn't even spawn when you grab the first key though, it only spawns when you grab the second and even then it doesn't actively chase the player
after getting the key out of the maze, the entire maze should rearrange. also like someone else said, after the player gets the code right, the clues in the hallway should change from wrong to right.
An interesting study in the way those that are abused place their trust in their abuser. They cling to any chance of hope, even when you do nothing but torture them and play with their emotions.
@@sirllamaiii9708 but it still works as an excellent case study all the same. I think we need Vale to make an even more gaslighty game to see if he can induce Stockholm syndrome.
you should totally add fall damage but instead of killing the person it permanently makes them move like 20-30% slower to make it even MORE fun to play
No, it does 60% of your remaining health, causing the unnumbered bar to flash, along with a slight red pulsing overlay on the screen. You can't actually die of fall damage, but seeing that bar (that doesn't actually do anything besides get lower and flash) getting lower each fall increases your anxiety.
No make it very slightly slow the player and decrease the stamina regen speed and sprint speed, and increase the rate that the stamina drains, that way it’s not noticeable but does in fact further worsen your survival chances greatly. It’s a game of subtle gaslighting, that way it seems like fall damage doesn’t exist, but really it tortures you.
Alright since you made a follow-up I'm going to make a follow-up too: - If you are going to do health, intentionally remove a lot of health in the beginning and leave the player on about 1-2 HP for a looong time (without healing) - Make the player use soooo many keys for example: If you want to use a key use "k"; if you want to use the lever use "m"; if you want to use the button use "b" and so on. This would be shown via Prompt but only if the player is stuck for too long (oh and each time make the Prompt show later and then even later and so on) - If you happen to die and plan not doing checkpoints make it say "Load from last checkpoint" and make the player be put at the very beginning - If the player is playing on Keyboard, randomly at a random prompt show a console button instead like "X". Do that like twice only though - Say "Thanks for playing" in the middle of the game and then continue after 5 seconds - A puzzle room where the solution is to leave the room. Make the puzzle look extremely easy though so they try it for a long time - A book that has an unreasonable amount of text in it and in the middle of it is the answer to a code you need for - Teach the player a mechanic and then throw it away (For example, teach sprinting and then after using it twice it is gone) -> Even Better: You are not supposed to use it until right at the end because you need to do jumps with sprinting to reach the end - And the last one from me: There is a time-limit in one room/task but when the player doesn't look at the timer make the time incredibely shorter (also love ur vids heh)
To add on to this: If you implement HP; have a random timer set between between 30 seconds and 4 minutes that plays a sudden sound and takes off some amount of health. You could either have this stop when the player's health is too low (aka, leave just enough health to live), or you could set it to speed up near the end, so that it kills people right before they hit the final objective or exit. Of course. Bonus points if you make it only trigger while walking, so it seems like the player stepped on a trap or similar, to help hide the activation conditions and make them paranoid about what is causing it
Give torches a lifespan of something long like 15 minutes, but the only way to relight is a box of torches at the begining. When the torch runs out, your visual radius decreases and you can't sprint. Add floor pressure plates with a sound indicator like walls are moving when stood on which do absolutely nothing. Give the player a map they only works in the starting coffin room/add a map on a wall in the starting room. This map is full of mistakes but the "main" parts of the map which are near to the starting area are perfectly fine giving the illusion it's accurate. Make the game actually winnable, by having the last "key hole" actually be a button the player just needs to go press. But the door in front of the button doesn't lead to the exit, the actually "win" door is somewhere in the maze. The fake win door leads to a 1 way drop, and upon dropping in the monster is immediately agroed and spawned nearby
great great, but it does need more gaslighting, and even more nerve-wracking bits for example I propose the following: change the symbols in the maze every time the camera doesn't look at it. so basically: looks -> sees right-facing amogus -> looks away ->it changes to left facing amogus another option would be to have someone brick-sized holes in the wall through which the monster can squeeze. and then after you made the monster faster you just let the player walk through a mile-long tunnel with just numberless holes in the wall
Make it so they change when you cross the threshold into the maze, so they can confirm it as much as they want while in the maze, but when they go back to check after failing the puzzle, they're all different. Bonus points for making them correct after the door opens.
With that first suggestion it’d make it too easy for the player to accidentally figure out they’re being screwed with. Better to make it so it changes every time the player travels a certain distance from it so even if they do notice the change they’ll just be convinced they’re lost in the maze
Listen i gotta say, you should actually make it so that there actually is a door that opens when you insert all four keys, put it somewhere in the fucking maze (like in the middle of the U) but still make the monster super fast so that you can TECHNICALLY win but have it still be completely impossible. The small glimmer of hope of actually technically being able to win would torment people a helluva lot more
The psychological horror idea is amazing. Maybe a game mode where there isn't any monster, but the sounds still play. As the 'monster' gets closer, a heartbeat gets louder and louder.... But nothing happens. Just constant suspense
"I doubt you could code something than can climb walls" "what if it's just a psychological horror where there is no monster, I just think there is" lmaoooo oh you wish that were true
Funny thing is that he managed to escape from the monster for a long time, when you you consider the fact the monster ai doesn't activate until you take grabbed the key from the pit!
No, it activates once you've got three keys, regardless of order. His third key was the one with the rotating-pillar puzzle, and he encountered the monster shortly thereafter.
@@lucasriddle3431 the monster activates when you have 2, it's just incredibly useless as if it gets close it proceeds to leave immediately. At 3 its AI changes to be aggressive.
6:00 hey vale, I have a suggestion (if it hasn’t already been updated somehow)- in order to demonstrate that to the player without directly telling them, just make that one emit some sort of light. People naturally flock to light anyway, and you can just make the light slowly fade from it after it’s first activation so you can be assured you gave the player a fair shake.
Repeating myself from the last video's comments, but how about a monster game where the game listens to the mic and the monster responds to input from the mic, but you don't tell anyone about this and keep them talking while they're playing so they constantly dig their own grave?
That already exist it's called silence on Steam it's a game where one player plays a a monster which is blind but has really good hearing and the game picks up on the players mics and gives the monster the location of the noose so it can hunt you down
If you can you should add an actual infinite hallway that just goes in a straight line and eventually TPs the player to the other side so they just walk the exact same path over and over again. Even better if you can, not sure if I can explain this right, make it so going forward is just an infinite loop but if you turn around then it'll pop you out either where you started or on the other side of the maze or the start. Fake keys Locks that don't even require a key A puzzle room that literally does nothing Even with 3/4 keys I'd say put the monster back in the peripheral shimmy or as a noise that follows the player (or both) so that they can still get stuck/lost in the maze
Do the infinite staircase trick from Mario, but on the corridor that is already in the game. When they figure out it's infinite only when walking forward, they'll walk backwards, only to reach a dead end.
I am legitmately a big fan of the graphical style. Reminds me of the return of Obra Dinn. I'd enjoy playing a game that looks like this but with fair puzzles where you're gathering journals and stuff to reconstruct the story.
Imagine if the monster ALWAYS stayed just far enough for the player to barely see it after it spawns by just using a flat image so they get used to it. And then when it enters the next mode, it becomes the actual monster.
You know, I watched the other crypt video and couldn't help thinking to myself "I'd love to see Bokeon1 play this". Vale delivers. Can we get a Ben Shapiro playthrough?
You need to do an April Fools update when the monster actually is just slowly floating, 144p jpeg of a troll face That, and make it so that the door is actually able to open, but when it opens, it just reveals another door behind it
I love the fact that not only is Bokoen being gaslighted by the game itself, there are also two guys in the vc actively gaslighting him. "The AI of the monster eas actually 'based' on the AI of the Alien from the Alien Isolation, you see, I directly copied the code and pasted it into my game."
you ahould make it so being near the monster makes your torch slightly darker and then every 7 minutes your torch will act like the monster is nearby just to fuck with them
@@tanker00v25 that's my point security breach is so bad its barely horror the only thing that saves it being a horror game at all for me is the endo section and that is still barely
Ah, victory.
But at what cost?
What language do you prefer to program in?
A hollow and ridiculous notion...
THIS MANS SAID
it's a grand strategy game it's just in the next room
Is this payback for Bo being better at designing flags better than you?
All I'm saying is, I did the bridge lever puzzle in record speed!
Its the famous ratkoen himself
and failed the maze royally!
Can't wait for a "Crypt in a Nutshell" video on your channel.
Believe that all of the others happened to have hints for the bridge lever puzzle
Well done bo
You should make the symbols on the wall change to the correct ones after the puzzle is solved to further gaslight the player
You sir are evil and I approve.
This is an amazing idea
Here take your place in hell
Either that or every time they pass by a symbol again it changes
Thats evil
They're filming Bo's life and it's just him watching Desperate Housewives and Sex in the City
That was a good video
Literately watched that last night still funny
Just like Jackass.
Hey Oh, where did you leave Idaho and Iowa?
@@danielgerzicak1997 We're still at the ice base, when I'm not fighting the Charon guys I'm watching Valefisk torture his friends
Subject: Its not a horror game, right?
Vale: *laughs in torture*
heh, 'subject'
E
@@EEEEEEEE A
@@woll9676 U
More like victim
can't wait for the 'Crypt in a nutshell' videos from bo
'Crypt MP in a nutshell' that would be chaos
I can in the into music now...
@@dippybanjo1914 Did you mean 'I can just hear the intro music already' or something along those lines?
@@TJD0503 it was really a sentence
@@Auriacularia It doesn't make grammatical sense so I wanted to clarify what they were trying to say
New idea: the torch slowly burns down, it doesn't really affect anything and is very slow, but is just enough to add urgency.
I wholeheartedly hate you, and agree with you.
just make it slowly go dimmer as it burns out making the player panic thinking that they'll be left in the dark just for the character to pull up a new one and light it just before it "goes" out
@@goranpersson7726 Also have "new torch" bound by default to a key but a really odd key that nobody would every press. So they realise they could have had a new torch at any time.
@@tehrubikz make it the P key. for "punish"
You guys arn't going far enough. It's gotta be like hold shift 5 seconds while spinning counter clockwise
Imagine if the change log was all wrong.
*Fixed final door not opening.
*Removed the physics puzzle for being too hard.
*Removed Herobrine
@@TerminusVeil *added “Kevin”
*Added hidden pet garden minigame
*Localization Files Updated
@@zanduaris894, "Heavy update"
Watching this, KNOWING how the game works (not only the riddles, also the monster AI and the sounds) makes this a thousand times sweeter
I was thinking the exact same thing as I was watching the video. Literally thinking, "Now the monster is going to go and find Bo. God he'll be so terrified."
I think we all truly understood the sadistic pleasure that Vale experienced in this video.
@@ManOfSemantics it made me realize how truly evil vale is, and how truly evil I also am
I'd love to learn, if you could elaborate on how the ai and sounds work!
@@airyyyyyyyy It is the last chapter on his “I Made a Torture Game” video: ruclips.net/video/KD03ljcM434/видео.html
@@airyyyyyyyy so the sounds and ai are based on how many keys you have, one key, and you now have an object permanently behind and to the left of you, out of sight randomly playing the monster clicking noise. two keys, the monster spawns and roams the crypt and once the monster is close enough to the player, it will scream and run away into the shadows. three keys, and it becomes aggressive and will chase the player if it see them. and four keys, the monster will triple its speed and beeline for the player.
You forget Vale, Bo is danish.
His very existence is torture.
His very existence is… non-existing
This is just an average Danish person going to Costco
i visited denmark recently and i can agree
I *am* Danish and I can agree.
@@ocfos88 As another Dane myself. You have my condolences
"it's based on the alien: isolation AI"
"i feel like it's more based on the aliens: colonial marines AI"
eBic roast lmao
e🅱️ic
Watching Bo do anything is like watching a cat just freak out and start running around after laying around for 3 hours
True, Bokoen1 is a cat. Isp said so.
I feel like this game could become something of a "cult classic" type of thing.
If only the end were discernible from failure I could see this being highly recommended but as is people playing on their own would just be confused like a joke without a punchline.
@@kevinaustin51 I mean the code being straight wrong, and the levers being essentially impossible without a lot of trial and error makes that impossible. It could become a cult classic if valefisk wasn’t busy being a trollord lmao
@@cowts535 Yeah like unironically expanding the map, AI, and game features, subtracting the bullshit(correct clues, non trial and error way to solve levels, reduce maze bullshitery, make it possible to win the game lol) and this would genuinely be a fantastic game, the vibe and setting are just executed so well for a horror game, and all the gaslighty stuff like the noises and open coffin even when there's no monster are great
I wish he put it on steam instead of patreon. I'd rather pay like, $5 on steam to buy it instead of joining for a minute to download it, then rescinding and feeling like a prick.
I think it lacks some substance, but concept is cool
Bo and isp: "HE CANT KEEP GETTING AWAY WITH THIS!"
You could have a brick fall out of the ceiling at some point. That would scare people. Also you should have the walls move once, like just a chance for them to stumble upon one of the hallways closing to psych them into thinking the maze actively changes.
but next time they see that wall it’s open again.
Illusions of Greg should appear at random like not hurting or chasing the player but just following them enough to scare them
unedited footage of an entire week of bo's life would really open our eyes to the devistating effect of the Bo Meal
You know what would be completely petrifying? If, when you got to the final stage of monster AI and the player has certainly seen it, the monster stood up to run after the player in an *almost* human fashion.
Humans, refuted
@@nukablecherries That is actually a really good comparison, imagine one with the proportions of the Crypt monster. It would tower over the player. It might have to stoop to avoid the ceiling in some parts.
@@redspy6018 I'm honestly surprised that you agreed with that. And since the monster has 3x movement speed after the last key, he would be *ZOOMING* towards them. Sh*t bricks wouldn't even begin to describe it.
Pikmin 2 summerged castle vibe
Reading this just before going to bed, will probably see that in my nightmares, thanks!
"You get to die as you lived, among us."
Perfect.
You should absolutely make a fake pause, where you pause the game, but it only freezes the game for a few seconds, and then unfreezes with the overlay still on
And make it a percentage chance of happening, like 10% or something
What about instead of that, "pausing" only freezes your torch animation and brings up the overlay, so if the player passes anywhere else to go AFK they'd be convinced.. but if they panic-pause in front of the creature they'll find it continue approaching?
"A man with a poor sense of direction was lost in a maze, this is what happened to his heart."
I Love The Chistmas Hats in..... *Checks calender* May?
we recorded this in april.
@@Valefisk LOL
@@Valefisk why didn't you torture ISP too
@@fake_heaven you dont really need to. Find him irl and whisper "artillery only hoi4" and he immediately breaks down into a fit of ptsd
@@fake_heaven he literally has Sorrow in his name, so he's already sad enough
to be fair, the images on the pillar do correspond to the clues, you just have to look at the pillar from a different side
Oh WHAT if it corisponds too what direction of the wall it was on would be super annoying in hindsight
@@hjalmarnilsson1756 genius!!
@@hjalmarnilsson1756too logical
"it's not a horror game is it"
*Really mischievous laughter*
I kinda want to get my friends to play this and ask them to beat my imaginary time
What I find most interesting is Bo avoided the monster for the first 2 keys a lot more than the others. Just by pure chance. Everyone else I feel got a better look at it but bo got nothing but half a leg
The monster doesn't even spawn when you grab the first key though, it only spawns when you grab the second and even then it doesn't actively chase the player
@@Marshall.R it does until a certain point
How did vale even swindle these two legends into this trap?
They may be legends but they are also cripplingly stupid
after getting the key out of the maze, the entire maze should rearrange. also like someone else said, after the player gets the code right, the clues in the hallway should change from wrong to right.
An interesting study in the way those that are abused place their trust in their abuser.
They cling to any chance of hope, even when you do nothing but torture them and play with their emotions.
Probably because there's a lot of built up trust prior, years of it, and they know it's a game. You're projecting L
@@sirllamaiii9708 but it still works as an excellent case study all the same.
I think we need Vale to make an even more gaslighty game to see if he can induce Stockholm syndrome.
@@sirllamaiii9708 Woosh
@@Fennric ?
@@Fennric ok redditor
Every day, Vale takes another small step towards becoming a supervillain...
Small? This man is racing toward villainy almost as fast as the monster in phase 4.
you should totally add fall damage but instead of killing the person it permanently makes them move like 20-30% slower to make it even MORE fun to play
No, it does 60% of your remaining health, causing the unnumbered bar to flash, along with a slight red pulsing overlay on the screen. You can't actually die of fall damage, but seeing that bar (that doesn't actually do anything besides get lower and flash) getting lower each fall increases your anxiety.
No make it very slightly slow the player and decrease the stamina regen speed and sprint speed, and increase the rate that the stamina drains, that way it’s not noticeable but does in fact further worsen your survival chances greatly.
It’s a game of subtle gaslighting, that way it seems like fall damage doesn’t exist, but really it tortures you.
Yeah but after a while it reverts back
Idea: make it so that pressing escape brings up the menu but doesn’t pause the game
lord i hate when games do that
Alright since you made a follow-up I'm going to make a follow-up too:
- If you are going to do health, intentionally remove a lot of health in the beginning and leave the player on about 1-2 HP for a looong time (without healing)
- Make the player use soooo many keys for example: If you want to use a key use "k"; if you want to use the lever use "m"; if you want to use the button use "b" and so on. This would be shown via Prompt but only if the player is stuck for too long (oh and each time make the Prompt show later and then even later and so on)
- If you happen to die and plan not doing checkpoints make it say "Load from last checkpoint" and make the player be put at the very beginning
- If the player is playing on Keyboard, randomly at a random prompt show a console button instead like "X". Do that like twice only though
- Say "Thanks for playing" in the middle of the game and then continue after 5 seconds
- A puzzle room where the solution is to leave the room. Make the puzzle look extremely easy though so they try it for a long time
- A book that has an unreasonable amount of text in it and in the middle of it is the answer to a code you need for
- Teach the player a mechanic and then throw it away (For example, teach sprinting and then after using it twice it is gone)
-> Even Better: You are not supposed to use it until right at the end because you need to do jumps with sprinting to reach the end
- And the last one from me: There is a time-limit in one room/task but when the player doesn't look at the timer make the time incredibely shorter
(also love ur vids heh)
Here's another one hints for a puzzle that doesn't exist
To add on to this: If you implement HP; have a random timer set between between 30 seconds and 4 minutes that plays a sudden sound and takes off some amount of health. You could either have this stop when the player's health is too low (aka, leave just enough health to live), or you could set it to speed up near the end, so that it kills people right before they hit the final objective or exit. Of course. Bonus points if you make it only trigger while walking, so it seems like the player stepped on a trap or similar, to help hide the activation conditions and make them paranoid about what is causing it
This is evil, I love it :D
Everything here is perfectly evil, most excellent
Give torches a lifespan of something long like 15 minutes, but the only way to relight is a box of torches at the begining. When the torch runs out, your visual radius decreases and you can't sprint.
Add floor pressure plates with a sound indicator like walls are moving when stood on which do absolutely nothing.
Give the player a map they only works in the starting coffin room/add a map on a wall in the starting room. This map is full of mistakes but the "main" parts of the map which are near to the starting area are perfectly fine giving the illusion it's accurate.
Make the game actually winnable, by having the last "key hole" actually be a button the player just needs to go press. But the door in front of the button doesn't lead to the exit, the actually "win" door is somewhere in the maze. The fake win door leads to a 1 way drop, and upon dropping in the monster is immediately agroed and spawned nearby
great great, but it does need more gaslighting, and even more nerve-wracking bits for example I propose the following:
change the symbols in the maze every time the camera doesn't look at it. so basically: looks -> sees right-facing amogus -> looks away ->it changes to left facing amogus
another option would be to have someone brick-sized holes in the wall through which the monster can squeeze. and then after you made the monster faster you just let the player walk through a mile-long tunnel with just numberless holes in the wall
Now that right there is triple a, game design
Make it so they change when you cross the threshold into the maze, so they can confirm it as much as they want while in the maze, but when they go back to check after failing the puzzle, they're all different. Bonus points for making them correct after the door opens.
I feel like at a certain point this game will need a waiver in order to play
With that first suggestion it’d make it too easy for the player to accidentally figure out they’re being screwed with. Better to make it so it changes every time the player travels a certain distance from it so even if they do notice the change they’ll just be convinced they’re lost in the maze
A map game player plays a torture game how ironic
bo: can you win?
vale (lying): yes
Listen i gotta say, you should actually make it so that there actually is a door that opens when you insert all four keys, put it somewhere in the fucking maze (like in the middle of the U) but still make the monster super fast so that you can TECHNICALLY win but have it still be completely impossible. The small glimmer of hope of actually technically being able to win would torment people a helluva lot more
The psychological horror idea is amazing.
Maybe a game mode where there isn't any monster, but the sounds still play. As the 'monster' gets closer, a heartbeat gets louder and louder....
But nothing happens. Just constant suspense
You can finally get them back for survival island
BENES
"I doubt you could code something than can climb walls" "what if it's just a psychological horror where there is no monster, I just think there is" lmaoooo oh you wish that were true
Funny thing is that he managed to escape from the monster for a long time, when you you consider the fact the monster ai doesn't activate until you take grabbed the key from the pit!
No, it activates once you've got three keys, regardless of order. His third key was the one with the rotating-pillar puzzle, and he encountered the monster shortly thereafter.
the monster doesn't move until you collect 3 keys
@@lucasriddle3431 the monster activates when you have 2, it's just incredibly useless as if it gets close it proceeds to leave immediately. At 3 its AI changes to be aggressive.
The gang is truly back together I could not be more stoked.
Me and Bo both thought there is no monster. That’s disheartening
The real monster was the Valefisks we made along the way.
That's because it always stays just out of sight until key 3 😁
@@michaelzoller5303 I don't think it's actually spawned until key 3.
@@nikkiofthevalley no it spawns in at 2 just it prefers to avoid the plauer
@@bluecadet8517 At two, it's just a block that plays sound and is kept out of the players vision
I like how they have to explain things really slowly to Bo like a child
That's it, the monster is now named Greg. You cannot change this.
Local warcriminal tortures poor Danish (allegedly) fellow Warcriminal and a map-painting game addict who loves artillery.
Bo has that James May sense of direction
6:00 hey vale, I have a suggestion (if it hasn’t already been updated somehow)- in order to demonstrate that to the player without directly telling them, just make that one emit some sort of light. People naturally flock to light anyway, and you can just make the light slowly fade from it after it’s first activation so you can be assured you gave the player a fair shake.
Fridays at Freddy’s my favorite grand-strategy game ever
I know you made this game as a joke mostly but I think you've got the base of a really really solid game here
That idea is genius, the monster just wants to give you a progression item but the monster is very spooky.
I feel like none of his friends will trust Vale anytime soon.
"It's not a horror game right?"
*maniacal laughter*
The Unholy Trinity returns.
Repeating myself from the last video's comments, but how about a monster game where the game listens to the mic and the monster responds to input from the mic, but you don't tell anyone about this and keep them talking while they're playing so they constantly dig their own grave?
That would be hilarious
That already exist it's called silence on Steam it's a game where one player plays a a monster which is blind but has really good hearing and the game picks up on the players mics and gives the monster the location of the noose so it can hunt you down
@@oldfrozenwolf6803 But it's not knowing what's going on that's the funny part.
@@oldfrozenwolf6803 another game that listens to you is phasmophobia, which is closer to what joe wants since the game isn't super up front about it
@@mylariane3675 As funny as it is breach of privacy is messed up
PLEASE. I WANT TO SEE VIDEOS OF BO PLAYING HORROR GAMES WITH YOU AND ISP WATCHING. THAT WILL BE THE BEST THING EVER.
Instead of clicking, make the monster slowly and ominously whistle “in the hall of the mountain king” that would just be terrifying.
Imagine being able to control the creature to mess with ur friends even more.
Watching people play your game is immensely fun, I love the combination of horror game and frustration-puzzle game.
If you can you should add an actual infinite hallway that just goes in a straight line and eventually TPs the player to the other side so they just walk the exact same path over and over again. Even better if you can, not sure if I can explain this right, make it so going forward is just an infinite loop but if you turn around then it'll pop you out either where you started or on the other side of the maze or the start.
Fake keys
Locks that don't even require a key
A puzzle room that literally does nothing
Even with 3/4 keys I'd say put the monster back in the peripheral shimmy or as a noise that follows the player (or both) so that they can still get stuck/lost in the maze
Do the infinite staircase trick from Mario, but on the corridor that is already in the game. When they figure out it's infinite only when walking forward, they'll walk backwards, only to reach a dead end.
"It's not a horror game right?"
*"hehehEHEHEHEHE"*
Absolute worst possible response one could recieve
i want to see a speed runner try to play this game with no context, and the same reward. please I need this I may be mildly sadistic
having the music cut out at random intervals is brutal
I am legitmately a big fan of the graphical style. Reminds me of the return of Obra Dinn. I'd enjoy playing a game that looks like this but with fair puzzles where you're gathering journals and stuff to reconstruct the story.
Imagine if the monster ALWAYS stayed just far enough for the player to barely see it after it spawns by just using a flat image so they get used to it. And then when it enters the next mode, it becomes the actual monster.
A man with no sense of direction has been locked in a maze in Lego City
"watch out... Freddy Faazzbeahr is around"
Gotta be the best fucking line I've ever heard
That giggle when he asks if it's a horror game is great.
I really thought that bo was going to have a heart attack. Next time he needs to have an ambulance on standby
You should add a second monster that's actually just a loud cockroach that sounds and moves exactly the same and isn't the real monster.
This game is really cool though. I really wish there was a legit way to beat it
The day this becomes a VR game will become my new favorite day
Imagine if the long hallway showed a key on the other side of an impasible window
Crypt 2 would be incredible. Next time, you should make the torch run out of fuel over time!
You know, I watched the other crypt video and couldn't help thinking to myself "I'd love to see Bokeon1 play this".
Vale delivers. Can we get a Ben Shapiro playthrough?
I second this
I third this
"Let's say, hypothetically, that these marks on the wall mean anything"
I fourth this. Break him lol
I fourth this
You need to do an April Fools update when the monster actually is just slowly floating, 144p jpeg of a troll face
That, and make it so that the door is actually able to open, but when it opens, it just reveals another door behind it
God we need more of this. Seeing Bo on the verge of having a heart attack is beautiful
Vale is the gaslight disco king
Damn, if only they watched the WR speedrun of The Crypt, they would have played this game perfectly.
Bo: i know this this
isp: its danish
“It’s not a horror game, right?”
“Hehehe”
Yea, that doesn’t make it any more comfortable for him, XD
I love the fact that not only is Bokoen being gaslighted by the game itself, there are also two guys in the vc actively gaslighting him.
"The AI of the monster eas actually 'based' on the AI of the Alien from the Alien Isolation, you see, I directly copied the code and pasted it into my game."
lmao
Lmao
it was so funny they wrote it twice
@@xdarin_ lmao
You know the game is bad when, even after watching both of these videos, it would take just as long and be miserable to play.
i literally only know bokoen1 from the passing mentions he has in your videos
Bo is just way too sweet for this, especially with these two bastards constantly putting him through hell for no reason.
So vale was behind the saw franchise the entire time checks out
for the maze part i think i read somewhere that humans have a tendency to go in a cricle when lost
Maybe it's an attempt at a spiral pattern?
_they'll have to learn how to bhop 1st lmao_
“You turned your sensitivity off” is a situation that is both hilarious and I feel like has never happened before.
you ahould make it so being near the monster makes your torch slightly darker and then every 7 minutes your torch will act like the monster is nearby just to fuck with them
alternate title: American and Brit watch as Dane slowly have a mental breakdown
Trolling the danish, perfect
Ngl this is actually a really good horror game especially with the standard of modern horror (security breach) *cough cough*
??????
I have no idea as to why you consider Security Breach to be the standard of modern horror.
That game was barely even a horror game in the first place
@@tanker00v25 that's my point security breach is so bad its barely horror the only thing that saves it being a horror game at all for me is the endo section and that is still barely
@@rocketmanthemovie4554 that's my point. Whatever the hell Security Breech was it definitely isn't the standard for the horror games
@@tanker00v25 I don't think much of other modern horror either like the new resident evil, poppy playtime or even doki doki litteriture club
You should have made the torch burn out
Bos idea of the monster being the key is actually a great idea.
"Is the game winnable?"
"Yeah"
The thing that anoys me is the torch and how it clips into the wall. Idk if it is intentional just to make people mad, but man it does that well
The thumbnail look like a a happy countryball but in upside down looks like a mad superman
The only thing that I think is scarier than the game itself is whatever spaghetti code Vale threw together
wanted to say i love the graphics style
Damn you, I fell asleep last night watching the video, time to go back and rewatch iiiitttt
Finished it, incredible
Imagine not being a rat