My singular complaint about this is the fact phases are time based and there is no way to reduce them, meaning if you decide you're going to play a world for a very long time, you'd just become stuck in phase 5 which would cause him to get stale much faster. I personally recommend implementing some kind of method to reduce the phase level (even something so simple as it resetting if he kills you, which would allow for tension to rebuild) and changing the way the phases increase to something more akin to EXP: each interaction with the player would increase a counter by one, once that counter reaches a high enough number, the phase increases without any warning to the player. In cases where he is actively hostile and can properly kill you, him successfully starting a chase sequence would increase the counter by 1 and the player successfully avoiding him until he leaves would be the failstate where it does not increase. Still, the changes you made in this video are very good and dealt with some of the bigger problems OWW had, you have my respect for actually taking the time to continue developing and improving this mod instead of abandoning it after initial hype died down, good job!
Thank you! I see what you are talking about. I have another update planned that will be fixing the "getting stuck in stage 5 part." I just had to separate the updates into multiple ones instead of one big one. I might also add in a setting where you can set if you want the stages to be short, medium, or long, depending on if you are a youtuber who wants to record for 3 hours or if you want to play for like 100 days or something. I will probably still keep it time based. Also try to think of TOWW as an actual sentient being just like the player, even if he is technically just a mob. The only reason why I say this is certain things that I did only make sense with that mindset.
@@VoxinVivoThey have different stages to build up tension and use creative mechanics to make the entity creepier. I understand that it’s not as good as a high quality horror game but by Minecraft mod standards it’s pretty great.
Even a One more phase where getting under a 2 blocks tall doesn't resolve any problem would be actually Terrifing. Like seeing It suddenly crawl at me out of nowhere one day is Nightmare fuel
*THE ONE WHO WATCHES* *TYPE: ???* *DATA* Very is little known about this creature. Some speculate it could be a demon, or a husk, but due to its mysterious and elusive nature, not enough research has been done to confirm these hypotheses. Multiple have been spotted, but some speculate it to be hallucinations due to its supernatural nature, though this has not been confirmed as well. Some have been willing enough to wander to the territory of this creature to study its behavior. It has earned its name due to watching and stalking its "prey" from afar, and slowly approaching when not observed. It has been recorded hanging down from ceilings akin to that of a mannequin, it also appears to be capable of limited range teleportation or invisibility. Strangely, it does not appear to require nourishment despite its emaciated appearance. It also appears to get progressively more aggressive the longer one stays within its territory. It has never been observed leaving its part of Treachery, despite having the ability to do so. *STRATEGY:* - Keep your distance, despite it being able to move and teleport when not observed, it does so at a sluggish rate, use this to your advantage. - Keep an eye on it, when observed, it is unable to move, use this to your advantage. (apologies for this taking after the Something Wicked terminal entry and apologies for it being half-assed)
Good to see these fixes getting implemented, wanted to give it a try before but the large teleport distance making him just show up on top of you and kill you plus the high amount of hallucinations dissuaded me. Will definitely give it a shot now though!
Really good changes! I was using TOWW in a personal modpack of mine but removed him because the hallucinations spawned way too often and it got to the point where I had around 2 or 3 in my house just being a nuisance. By the sounds of it, this Stages sytem might help to mitigate that? Idk, but I'll be giving the mod another shot I think
Suggestions.. The one that jumps from above should scream and cause an impact wave on the drop, the impact being very small but if the player gets hit his screen should start shaking. And for the stalking stage he should have actual glowing eyes that can be seen in the dark and the eyes are the only thing that move while he looks at the player (despawning if the player gets off his view). Also the stalker should totally search stuff to hide behind and peak his head out off instead of just standing there.
so I tried it and boy was it terrifying! at one point I was looking for a village and a thunderstorm happened. then I saw the one who watches, I turn and start heading home and right when I thought I lost him he was now in front of me. Seriously good job on the mod. I've never been able to fine one that scares me until now!!!
YES! Finally! The missing puzzle piece is in place! I believe we now finally have, the un-debatable best Minecraft horror mob! This was honestly a huge issue and you’ve made it so much better. Though I do hope you will keep on continuing to update it to perfection Suggestion: I’ve played with mod on multiplayer with friends and that’s brought up an issue. The one who watches is clearly balanced for single player. with the multiple watchers patrolling and waiting to attack in multiple places at once in hiding, having several friends with you means there will very rarely be a period of time longer than 4 minutes where someone isn’t actively being attacked. This is a huge problem that breaks all tension and turns the creature into a massive annoyance instead of a terror. And in my multiplayer world I have a friend who is constantly being harassed and just gets really pissed. This is just a multiplayer issue, hell maybe it’s even just a personal issue for me but I would still greatly appreciate if there was some way to balance it for multiplayer maybe a spawn cool down? Thank you for reading and massive respect for what you do!
Thank you so much. Yeah there shouldn't be any reason for TOWW to spawn more often when playing multiplayer. I will see though, I might be able to adjust some things. And I will eventually try to make it so that you can easily adjust his spawn rates and stuff to your liking. But that will take awhile. But I really appreciate what you said. Thank you.
oooo, maybe you can do things like scratch marks and dead mob end trails, like pigs, cows, sheep, during these stages to tell that this mob is active, and in later stages gets more indestcriminate with what it kills, like zombies, skeletons, creepers, endermen working up to go after you
biggest issue with this and other horror mods is there lack of subtlety. The stalking, and slow build up is a false sense of subtlety. A good horror mod fits into vanilla. These "dweller" mods all fit into "gmod horror" map vibes. Like yeah, i'm going to jump at a jump scare. Not dissing you, your way more talented at mod making than me. But for some advice, a good horror game/mod requires a sort of well blended set up of natural tension. Such as strange noises that almost fit within the original game, weird events that happen but could be chalked up to a random event that gave a spook but doesn't set off alarms, and most importantly. A false idea implanted that makes the threat, when known, feel unstoppable. Still stoppable. This could be included by making the enemy more generic (as in there could reasonably be more ofthem) and can be escaped or killed. There is a reason why people still get scared of the normal mobs these days, despite them just being normal threats.
This is super cool! I read you were looking into adding settings for this that make it take longer and I think you totally should. I've been looking for some good spooky monster mods to pop onto a survival minecraft for awhile and this is fantastic, and would be even cooler if it worked long term. : )
I think this dude is way too standing out in his current form. Like white is so easily noticeable it kinda makes that „mystery” to go away. I think he should be more „grayish” also it would be great feature if his opacity dropped down the further he is. It’s great move forward with his behavior changed, cus horror in minecraft isn’t really about fighting monster. It should be like with minecraft sounds, the „ominous thing” in the air. This dude shouldn’t become „enemy” we have to deal with in head on combat, and be more like herobrine in older mods, where it’s the presence is what’s really scary. His mechanic imo should base on „jumpscary” attacks like,he eventually rush you from the trees and hit you once for big chunk of dmg and simply vanish in dark particles with proper music background. Like his behavior should be more about toying with player instead of fighting him so it’s not like 40 second shield-hit competition. Cool idea would be that he could destroy blocks but not all, but like recently placed so he’s more of a threat when someone is blocking away. There should be places where player can feel safe cus it would make many players get really tired if we had to deal with this dude constantly. Also fighting him back should be more about crafting some amulets like totems of undying but especially designed to like make his presence weaker for few encounters maybe one or two untill it breaks and you are vulnerable again. Something you didn’t want to happen in caves for example. That would also add this „build up” where like he appears close twice (jum-scaring you) but you somewhat are safe untill you have your charm protecting you. Also there should be like ominous sound that plays when he’s about to show up so player gets that „goosebumps” when chase is about to begin. Imo with all these horror mods biggest issues is goofy fight with the monsters or the running animations which kinda destroy the immersion. I don’t wanna give any advices about his art style, but maybe making him more of a ghostly figure without legs at all would be nice? So only his upper body parts being straight on visible, and lower being faded in? That would deal with running animation problem for the most par. And His head could be animated with some kind of croocked-twitching head kinda style?
aurrrgh!! its so scary when the (couple of scary adjectives) makes a really loud screaming noise and beats the shit out of me and kills me and i have no chance to fight back!!
I know you've already made some changes, but I feel like you could make a "Hysteria" meter type thing. So like, if you make very erratic movements (looking everywhere very quickly) or are in a tight or dark space, it would go up by a point, maybe being at low health too. Even just seeing his hallucinations increase hysteria. Each 10 points would increase the chances of him spawning. But, of course you can lower hysteria by doing calming tasks, such as swimming, eating cooked food, and being next to a bed/light source. I kinda feel like that would elevate the stress and actual scare factor. 0 points he wouldn't spawn, 10 points would be unlikely, so on so forth.
The fnaf "jumpscare" was great, thank you for that hueheuehuehe Also, thank you for actually listening to feedback and trying to make the mod scarier instead of just cheap jumpscares and being always the same thing like....well, most mods all there, ans horror games tbh. It's a breath of fresh air seeing devs that actually care about what people think, we need more of that
I'd suggest implementing a way to kill or dispel him for a time, before he comes back. Just so it's not like all these other trend dwellers who only exist to be an unkillable jumpscare entity, and is actually feasible to play in a horror survival world with. On top of that, not knowing when you will have to deal with him next will add to the psychological horror. I look forward to the future of this mod, keep up the good work!
Hey man as an idea, maybe give him more animations, like him deep breathing, when he chases you he chases with his arms out like he’s trying to catch you, creepier crawling animation etc.
This mod is so cool, it’s nice to see a horror mod where the entity isn’t a black figure with white eyes for once. I have noticed something that takes away from true scare factor of the mod though, and I’ve seen it happen with a lot of RUclipsrs playing this mod. When TOWW spawns in front of you, sometimes it isn’t facing the player and it just slowly turns around to look at the player after already spawning in. I don’t make mods so idk how this would work, but I feel like if you made it so the entity is always facing the closest player when it spawns in, that could make the initial shock of it being there a lot better. Other than that, this mod has made me jump way more times than I’d like to admit, great job 😭😭
Small suggestion : I noticed during playtesting that with higher tier gear, golden apples and ender pearls, it's possible to survive an encounter. At this point, TOWW becomes very loud and almost impossible to shed off. I play Hardcore a lot, so I think it'd be cool if, when you survive an encounter, TOWW despawns and goes down a few levels. This would allow to rebuild the tension even during long term plays.
Dude I swear I love this guy and this mod I downloaded a few scary mods and I was really looking forward to “the one that watches” but I thought he was bugged because he never spawned. Adding footsteps (2:00) is such a smart idea I get spooked when I hear those footsteps but I didn’t know this mod has stages to it
Yoooo! Thank you so much! Yep I got several more updates planned plus some other stuff! Loved your vr video btw, it was hilarious. That beach walk song got stuck in my head 😂.
I think you see him too soon. And not just a glimpse, he's just standing there. Minecraft is the kind of game where the unknown is most impactful, because, well, most of the "scary" 3d models just look kind of goofy once you get a good look at them.
Hey, nice work! This mod looks cool and refreshing with the tension building you’ve added! Although I’d like to say that ensuring that it isn’t invincible would give a lot more horror factor in the sense that players don’t get annoyed when they realize they can’t fight back (I’ve seen this with a few RUclipsr’s reactions and felt it would be worth noting) Well made mod btw! Would try it if I could! :D 👍
I've got this man in here with the man from the fog, the cave dweller, the deep dweller, and the goat man, and the watcher is just like a background character. I've been waiting for this guy to show his face... I wonder if the goat man broke him... Overall FANTASTIC mod man!
I feel like if you wanted to make the one who watches really interesting, you could have the stages not be on a timer but when the player does certain actions, you could go anywhere with the idea but an idea I like would be something that responds if the player “harms” the world too much
I want the dread to feel like what zeemyth said. In a minecraft 100 days singleplayer world and coming back home after mining only to see your chest has moved one block to the right
I wanna see a ‘scary’ mod that has an entity that has no model. You cant see it but its there. Footsteps, doors opening, maybe a shadow in a doorway or window. The scariest thing is the fear of the unknown and an unknown entity in your world is kinda spooky imo
how to make the mod actually scarier: 1. stop telling what the mod does. you can make a vague description but not release videos explaining the ai and whatnot in detail [duh] 2. build up tension throughout playthrough, not just phases. Once you've seen his whole cycle he's not scary anymore because you know how he always goes. Mix it up, make it slower. Basically make it unpredictable. 3. Instead of actually jumping on you (boo) and attacking (waah), make it so it messes with you. running into you and disappearing mid-attack, leaving you on half a heart with severe darkness effect, making weird glitchy sounds around the player so they think there's something wrong with the game itself, place weird structures (huge dark tunnels, piles of bones), leave illusions around the world (you can even make them turn to the player and explode) 4. make it mortal and give the player a chance to actually fight it so they can feel relief. if the player is always in stress of waiting for a jumpscare, they eventually get bored. make it stronger every time it dies, more persistent on stalking and chasing you. work on animations so the chase itself feels scarier [take inspiration from Sawrunner from Cry of Fear] 5. once the suspense is high enough, go nuts. Jumpscare, kill the player, do whatever you want with it. 6. you can even make it disable some defense the player has (make them drop their shield, torch or just outright prevent using it) 7. VFX: shake the screen, overlays, fulldark, extreme fog, not just "waah scary face on my screen" 8. SFX can go from random stuff from Silent Hill to just Minecraft noises, depending on how scary you want it to be.
I think you should make some horror mobs that act like regular mobs or mini bosses. Kinda like lethal companies monsters. Not simply jump scaring you but spawning in caves and at night. Chasing you if you get too close. It would be more balanced yet still scary.
I think perhaps there should be an earlier watching stage where he's REALLY far away, like 99% of the time you'd miss him but on the chance you see him it would be a distant silhouette
yeah i experienced the stage 1, literally was like bro wtf is walking, thought it was a sheep until i was in the middle of a flower plains with no other animals around
So something I think would be really creepy and really add to the tension of TOWW would be different ways of just… being aware that he’s around. Nothing huge, nothing in your face, just subtle changes that get added or removed based off of distance or phase. For example, maybe have some visual effects to indicate information? Like, a very slight, barely noticeable vignette effect when the player is being watched, or a slight static effect if he’s nearby. Have these effects sometimes play when he isn’t around (and also sometimes not go into effect when he is), just to keep the player off their game. Maybe add in some misleading clues and information, like sounds that play randomly no matter what TOWW is doing, to get the player to develop false patterns and to, again, keep them off their game (like maybe a specific sound that plays at random and isn’t actually tied to anything, but seems like it might coincide with TOWW appearing) Finally, some voice effects for TOWW when he’s near a player but invisible and not aggressive; sounds that almost mimic human speech, but just… aren’t quite there. Like, mix and match syllables, reverse them, make them a little garbled, maybe in a made-up language (for example, there’s heavily edited and reversed dialogue the animatronics in FNAF 1 can sometimes play, as if they’re trying to communicate with you) Sound and misinformation are crucial to creating a terrifying experience; just how a joke loses all humor once it’s explained, knowing exactly how a Dweller works makes it lose all the tension you’re trying to create. Mixing in deliberate misinformation, misleading information, and false information for the player can keep them from learning how TOWW actually works, and thus can A: keep them from finding a safe way to protect themselves, and B: keeps the tension high by keeping the fear of the unknown
Only thing I see wrong with the mod is how cheap it feels. Shadowmech just released a video with him in it and it just spawned on him inside his house that was well lit. You cant kill him and he can spawn anywhere so it cheapens the experience. He ended up removing the mod
I agree that the mob should probably be killable, even if it's in the "warden" way and not feasibly killable without endgame gear. A player feels less cheated if at the very least their weapon can make contact with the creature attacking them
Never been so scared in Minecraft in my life u should a make a nightmare version u should make him only show up at night because I just started a world and he already spawned
This mod is already amazing and just got even better, but here are some suggestions I have you could add to TOWW: 1. Adding some kind of drop (even just XP) would be really nice, because when you play with other mods you can kill him quite easily (especially with the Apex Guns addon to Mr Crayfish's gun mod) 2. What would make TOWW scarier and even more dangerous imo, would be to give him the ability to crawl and crouch down (like the original cave dweller) so he can't be cheesed as easily Nevertheless, as I already said the mod is amazing, these are just the thoughts from someone who's been playing with it pretty much since it got released
dude i did no research on your mod and I thought he was like herobrine from the fog so today i saw him next to a ruined poetal i went over he jump scared me and i got traumatized
As a person who enjoys horror, I can give you a short list of some ideas I came up with. 1 - Add camouflage to the creature when he stalks the player. If there are walls nearby he will blend in with the block the wall is made of, and if there is not a wall he would go onto the ground or hang from the ceiling etc. 2 - Make the creature ACTUALLY stalk them for a long time. Make the player paranoid in some way by making things feel uneasy. Add little things that change the game ever so slightly. (example being - when the player sleeps, they can see a faint image of a creature looking at them through their window or door if they are facing / beside it.) 3 - When the invisible creature comes closer, increase the speed and power of the footsteps, like a giant creature is approaching the player ever so slowly. 4 - When the creature is more prompt to show up, make the creature play sounds that players would make. (example being door opening sound) 5 - Make the creature be able to shapeshift into a mob on the world that will follow the player in a form that is more comfortable to the player than this creature. 6 (biggest of them all) - Just make the darn thing scary, Scape & Run is more scary than this thing man, even after this update it still sucks. Not like my ideas will help, but I had a few.)
I think it'd have been neat that when you get close to him while he is stalking, instead of becoming invisible, he becomes increasingly transparent, (never fully clear) so it seems he's consciously trying to be hard to see and sneak up on you
I have some stage ideas to make The One Who Watches more horrifying! This stage should be that when he's chasing you, he can swim down, up, anywhere to avoid players going to the ocean. The next one is that he can crawl under 2 blocks and 1 blocks. The final one should be that if you stay behind walls (or doors ) for too long, it will destroy na noor (or wall).
Don't take this the wrong way, but the concept is good, though given the increase in mods that are essentially "Lanky man chases you." I feel like alot of reactions to your mod are infact RUclipsrs who simply scream in order to generate views and replayed moments whenever the creature shows up. If you ask me, overhauling the run animation would help with this greatly. Perhaps make him spawn exclusively at night, and disable the ability to sleep when they are actively stalking / hunting the player. Additionally, the onscreen jumpscare is simply not needed when nothing is ACTUALLY happening, nor is that kind of thing really needed in general when creating something scary, just take that one video of the Enderman running up the stairs for example. The idea of it stalking the player is really good, and hanging on the cave ceilings actually makes it unexpected, but how about instead of simply jumpscaring the player with all forms of tension essentially thrown out the window once the player gets used to their antics, you could perhaps after a certain number of chase sequences, have the behavior change. If there's no bed or other structures within several hundreds of blocks of the player, and they're essentially in the middle of nowhere you could have it enter a bluff state, where it lurks at a distance, but doesn't actually chase the player until they look AWAY from it in order to run away. For example, if you're in the desert and you see him in the distance, you have to watch him and back up a couple dozen blocks, before it turns away and runs off in a direction away from the player. In my opinion, these features would make The One Who Watches a dynamic aspect of gameplay in which you have to actually apply logical thinking and trial and error rather than just "Oooh run from the spooky white man"
Thank you. People deserve an actually good mod. Like a really good one. This one isn't perfect yet. I still have a lot to do. But I am getting there. It will never be perfect but once I am done with this one I will move on to something else. But for now I still have several updates planned.
Dude I love your Videos and this new Update will probably make this my favorite dweller. you should also make the footsteps get louder the closer he gets on stage one. If you could add an animation for when he spawns and disappears that would make it the only dweller that does that so far. Also when he walks (if he does) he should have the normal "run" animation, but when He Actually Runs After you, He Runs on all Fours. Note: It would be cool if his head is always facing the player kinda like Huggy Wuggy From Poppy Playtime, and made him crawl on the celling. Great Mod Though!
Also the super loud noise when he spawns should have a new sound design, it does get annoying after hearing it for 10 seconds straight honestly. and just one constant noise. Ideas: -Screams like Nightmare.jar or a super deep screem -Loud Big Footsteps -Make a Png Face Jump scare with a shaking animation when he kills you -Maby a noise when you see him? -distort the whispers just a little
I really appreciate that you're working on this mod and trying to make it interesting compared to the other "dweller" mods. I think there's still one glaring issue which is that he just dissapears and reappears, which is kind of lame. Not sure if it's part of design or because of limitations, but if it's part of design, it would be cool if particles appeared around him as he disappeared/appeared, almost like a smoke bomb so that you can't tell he's just toggling visiblity. If not, it would be cool if he did a sort of slow-walk towards the player.
i really like this mod, and i have a few suggestions if you’re open to them! - for horror to be successful over the long term, unpredictability is key. you’ve definitely improved that here, but adding more variability and breaking up his activity patterns will be crucial to not just making him scary, but *keeping* him scary. It might be best to let him mix up his behavior within/between stages a bit, and perhaps most importantly, don’t disclose exactly how these mechanics work to the community - make it so that people will have to study and learn from him to best deal with him! there’s nothing scarier than not knowing what’s going on and what’s going to happen next. Perhaps adding a library of different unique behaviors (think ghost events from Phasmophobia) that could be randomly sampled from without telling people what those behaviors/attacks are could be a good start to implementing this. I’ve noticed, watching some videos from folks playing with this and other horror mods, that people catch on very quickly to sound cues and behavior patterns, which makes the monsters more of an annoyance than a terrifying presence. - when you want to truly scare, the best way to go about it from a psychological perspective is to return to our evolutionary roots. Consider what is frightening to people, but also *why* that is scary. In our past, we were very much hunted by other predators in our environments, and carried those vigilant survival instincts with us into the modern day. Giving the One Who Watches a darker, more mottled texture that blends into the environment better could be a huge step for making him more intimidating - at the moment, he stands out quite a bit from his surroundings and is easier to see. having him blend in makes it easier for him to get closer and closer to the player without notice, and implements an element of paranoia - he always *could* be there, but we may not immediately know. this will encourage people to spend time looking around them, constantly questioning their surroundings and their safety. his invisibility at times does help contribute to this, but there is little reason for people to search if he is impossible to see or fairly obvious when he *is* physically present. at least to me, there’s little that is more terrifying than staring out into the darkness and suddenly having your brain process the threat that is actually right in front of you. - this idea might be a bit of a more unpopular one, but i hope you’ll hear me out; longer periods of inactivity and a variable schedule of progression between stages could do a lot here. you’re already on the right track for this with your recent changes, but i think you could kick it up a notch to find the ideal balance. long periods of quiet will allow the player to settle, to an extent. they may even stop thinking about him, or entirely forget he’s in their world. upon a subtle, slow return or a series of sudden, unpredictable and violent attacks before returning to a ‘baseline’ activity level for the stage could really take him to the next level of terrifying. it also suggests greater intelligence and strategy on behalf of the creature - he is so confident that he knows he can take as much time as he likes, and understands *himself* how to scare (rather than giving the impression that *you* as the creator of the mod know how to scare - he has more life, agency, and personality in-game himself). of course, this sort of thing isn’t always ideal for the content creation angle, as it could take a lot longer for exciting things to happen, but i’d argue that the boost to the tension would make for a better experience both playing and watching others play. Once it becomes obvious how he works, the fear is gone - so have him take his time, play his cards carefully, and when he’s ready to *really* attack, he’ll make it count. apologies for the essay-length response, but i hope some of these ideas might help! if you want to chat further, i’d love to - i’m a big fan of horror and currently a psychology student who loves using what i’ve learned to analyze the hell out of horror media and figure out why and how it is effective (or not!). thanks to anyone who read through all this!
a cool little feature you could add would be that if you approached the one who watches from behind his neck would turn a 180 degrees towards you. So they player gets this unexpected jumpscared
1:15 The one who watches when The one who listens walks in
Josh hutcherson whistle
The next is the one who touches (hildren
I prefer the one who listens over the one who tastes
the one who has all senses walking in:
The two who listens 💀💀💀
Every time something like this is done, we must pay our respects to Calvin
The OG Series
Real
and the creator of this mod
Calvin is my GOAT, no matter what anyone tells me i will still glaze him
Fact’s
My singular complaint about this is the fact phases are time based and there is no way to reduce them, meaning if you decide you're going to play a world for a very long time, you'd just become stuck in phase 5 which would cause him to get stale much faster.
I personally recommend implementing some kind of method to reduce the phase level (even something so simple as it resetting if he kills you, which would allow for tension to rebuild) and changing the way the phases increase to something more akin to EXP: each interaction with the player would increase a counter by one, once that counter reaches a high enough number, the phase increases without any warning to the player. In cases where he is actively hostile and can properly kill you, him successfully starting a chase sequence would increase the counter by 1 and the player successfully avoiding him until he leaves would be the failstate where it does not increase.
Still, the changes you made in this video are very good and dealt with some of the bigger problems OWW had, you have my respect for actually taking the time to continue developing and improving this mod instead of abandoning it after initial hype died down, good job!
Thank you! I see what you are talking about. I have another update planned that will be fixing the "getting stuck in stage 5 part." I just had to separate the updates into multiple ones instead of one big one. I might also add in a setting where you can set if you want the stages to be short, medium, or long, depending on if you are a youtuber who wants to record for 3 hours or if you want to play for like 100 days or something. I will probably still keep it time based. Also try to think of TOWW as an actual sentient being just like the player, even if he is technically just a mob. The only reason why I say this is certain things that I did only make sense with that mindset.
@@pixelcoder Fair enough, im very interested to see what you intend to do in the later updates, keep up the good work!
What's the ohw
@@Atomic_Pinneaple One Who Watches
@@thealchemistking4063 one hoo watches
TOWW is definitely a pretty major cornerstone of the “dwellers” at this point. Awesome to see the love and attention put into this mod!
No it isn't, it's pretty crappy, it's unavoidable, it's basically just a screamer... If you think it's good then you are no older than 9
@@jakubbercik6965 bro is getting mad on a minecraft mod video lmao
@@goofyappleman yeah you're right, I'm very mad, I'm absolutely fuming.
Shut up child😭
@@goofyapplemani mean whether hes mad or not. Hes right.
Most of the dweller mods are unbearably mid
@@VoxinVivoThey have different stages to build up tension and use creative mechanics to make the entity creepier. I understand that it’s not as good as a high quality horror game but by Minecraft mod standards it’s pretty great.
"decently popular"
so humble XD
Hahaha
@@pixelcoder OH HIIII!
@@pixelcoder Can you make the Slenderman Mod?
@@littledevildarlin-2017 Theres no point as there are HUNDREDS of those creepy pasta mods
@@TheBanished647 Bruh.
Even a One more phase where getting under a 2 blocks tall doesn't resolve any problem would be actually Terrifing. Like seeing It suddenly crawl at me out of nowhere one day is Nightmare fuel
Ultrakill mannequins level freaky?
*THE ONE WHO WATCHES*
*TYPE: ???*
*DATA*
Very is little known about this creature.
Some speculate it could be a demon, or a husk, but due to its mysterious and elusive nature, not enough research has been done to confirm these hypotheses.
Multiple have been spotted, but some speculate it to be hallucinations due to its supernatural nature, though this has not been confirmed as well. Some have been willing enough to wander to the territory of this creature to study its behavior. It has earned its name due to watching and stalking its "prey" from afar, and slowly approaching when not observed. It has been recorded hanging down from ceilings akin to that of a mannequin, it also appears to be capable of limited range teleportation or invisibility. Strangely, it does not appear to require nourishment despite its emaciated appearance. It also appears to get progressively more aggressive the longer one stays within its territory. It has never been observed leaving its part of Treachery, despite having the ability to do so.
*STRATEGY:*
- Keep your distance, despite it being able to move and teleport when not observed, it does so at a sluggish rate, use this to your advantage.
- Keep an eye on it, when observed, it is unable to move, use this to your advantage.
(apologies for this taking after the Something Wicked terminal entry and apologies for it being half-assed)
I think that once this mod gets custom animations, this will be a massive 10/10. For sure the best of the recent "dweller" mods
Thank you! Much appreciated!
1:16 Needs to be in top cinco scariest jumscares.
Facts
@@pixelcoder Indeed.
Tope cinco escariest hoompscaress
2:54. "The Stocking Version". Ah yes, this man will help sort your chests.
LOL
Good to see these fixes getting implemented, wanted to give it a try before but the large teleport distance making him just show up on top of you and kill you plus the high amount of hallucinations dissuaded me. Will definitely give it a shot now though!
Thanks! And he doesn't technically teleport. He actually walks. It just looks like he teleports. But I hope you have fun!
1:15
The one who whistles
1:15 the one who whistles
Really good changes! I was using TOWW in a personal modpack of mine but removed him because the hallucinations spawned way too often and it got to the point where I had around 2 or 3 in my house just being a nuisance. By the sounds of it, this Stages sytem might help to mitigate that? Idk, but I'll be giving the mod another shot I think
Yeah it completely fixes that
Suggestions..
The one that jumps from above should scream and cause an impact wave on the drop, the impact being very small but if the player gets hit his screen should start shaking.
And for the stalking stage he should have actual glowing eyes that can be seen in the dark and the eyes are the only thing that move while he looks at the player (despawning if the player gets off his view).
Also the stalker should totally search stuff to hide behind and peak his head out off instead of just standing there.
This mod just keeps getting better and better.
so I tried it and boy was it terrifying! at one point I was looking for a village and a thunderstorm happened. then I saw the one who watches, I turn and start heading home and right when I thought I lost him he was now in front of me. Seriously good job on the mod. I've never been able to fine one that scares me until now!!!
LETS GO HES IMPROVING IT WITH ACTUAL HORROR AND NOT JUST CHEAP JUMPSCARES!!!
This is awesome, I love the new changes and how things just become scarier over time. Overall amazing work and keep doing what you’re doing.
Wow, thank you so much! I really appreciate it!
YES! Finally! The missing puzzle piece is in place! I believe we now finally have, the un-debatable best Minecraft horror mob! This was honestly a huge issue and you’ve made it so much better. Though I do hope you will keep on continuing to update it to perfection
Suggestion: I’ve played with mod on multiplayer with friends and that’s brought up an issue. The one who watches is clearly balanced for single player. with the multiple watchers patrolling and waiting to attack in multiple places at once in hiding, having several friends with you means there will very rarely be a period of time longer than 4 minutes where someone isn’t actively being attacked.
This is a huge problem that breaks all tension and turns the creature into a massive annoyance instead of a terror. And in my multiplayer world I have a friend who is constantly being harassed and just gets really pissed.
This is just a multiplayer issue, hell maybe it’s even just a personal issue for me but I would still greatly appreciate if there was some way to balance it for multiplayer maybe a spawn cool down? Thank you for reading and massive respect for what you do!
Thank you so much. Yeah there shouldn't be any reason for TOWW to spawn more often when playing multiplayer. I will see though, I might be able to adjust some things. And I will eventually try to make it so that you can easily adjust his spawn rates and stuff to your liking. But that will take awhile. But I really appreciate what you said. Thank you.
oooo, maybe you can do things like scratch marks and dead mob end trails, like pigs, cows, sheep, during these stages to tell that this mob is active, and in later stages gets more indestcriminate with what it kills, like zombies, skeletons, creepers, endermen working up to go after you
Ah, my watching brother seems to have been updated, great update Mr.Pixel Coder.
Ah thank you
biggest issue with this and other horror mods is there lack of subtlety. The stalking, and slow build up is a false sense of subtlety. A good horror mod fits into vanilla. These "dweller" mods all fit into "gmod horror" map vibes. Like yeah, i'm going to jump at a jump scare. Not dissing you, your way more talented at mod making than me. But for some advice, a good horror game/mod requires a sort of well blended set up of natural tension. Such as strange noises that almost fit within the original game, weird events that happen but could be chalked up to a random event that gave a spook but doesn't set off alarms, and most importantly. A false idea implanted that makes the threat, when known, feel unstoppable. Still stoppable. This could be included by making the enemy more generic (as in there could reasonably be more ofthem) and can be escaped or killed. There is a reason why people still get scared of the normal mobs these days, despite them just being normal threats.
This is super cool! I read you were looking into adding settings for this that make it take longer and I think you totally should. I've been looking for some good spooky monster mods to pop onto a survival minecraft for awhile and this is fantastic, and would be even cooler if it worked long term. : )
Thanks! Glad you like it!
I think this dude is way too standing out in his current form. Like white is so easily noticeable it kinda makes that „mystery” to go away. I think he should be more „grayish” also it would be great feature if his opacity dropped down the further he is. It’s great move forward with his behavior changed, cus horror in minecraft isn’t really about fighting monster. It should be like with minecraft sounds, the „ominous thing” in the air. This dude shouldn’t become „enemy” we have to deal with in head on combat, and be more like herobrine in older mods, where it’s the presence is what’s really scary. His mechanic imo should base on „jumpscary” attacks like,he eventually rush you from the trees and hit you once for big chunk of dmg and simply vanish in dark particles with proper music background. Like his behavior should be more about toying with player instead of fighting him so it’s not like 40 second shield-hit competition. Cool idea would be that he could destroy blocks but not all, but like recently placed so he’s more of a threat when someone is blocking away. There should be places where player can feel safe cus it would make many players get really tired if we had to deal with this dude constantly. Also fighting him back should be more about crafting some amulets like totems of undying but especially designed to like make his presence weaker for few encounters maybe one or two untill it breaks and you are vulnerable again. Something you didn’t want to happen in caves for example. That would also add this „build up” where like he appears close twice (jum-scaring you) but you somewhat are safe untill you have your charm protecting you. Also there should be like ominous sound that plays when he’s about to show up so player gets that „goosebumps” when chase is about to begin. Imo with all these horror mods biggest issues is goofy fight with the monsters or the running animations which kinda destroy the immersion. I don’t wanna give any advices about his art style, but maybe making him more of a ghostly figure without legs at all would be nice? So only his upper body parts being straight on visible, and lower being faded in? That would deal with running animation problem for the most par. And His head could be animated with some kind of croocked-twitching head kinda style?
Pixel started speaking enchanted table language at start of video, man u need to do jumpscare warning
Ok I'll translate *ahem* :LEEEETSSSS GOOOOOOOOOOOOOOO
aurrrgh!! its so scary when the (couple of scary adjectives) makes a really loud screaming noise and beats the shit out of me and kills me and i have no chance to fight back!!
I know you've already made some changes, but I feel like you could make a "Hysteria" meter type thing. So like, if you make very erratic movements (looking everywhere very quickly) or are in a tight or dark space, it would go up by a point, maybe being at low health too. Even just seeing his hallucinations increase hysteria. Each 10 points would increase the chances of him spawning. But, of course you can lower hysteria by doing calming tasks, such as swimming, eating cooked food, and being next to a bed/light source. I kinda feel like that would elevate the stress and actual scare factor. 0 points he wouldn't spawn, 10 points would be unlikely, so on so forth.
The fnaf "jumpscare" was great, thank you for that hueheuehuehe
Also, thank you for actually listening to feedback and trying to make the mod scarier instead of just cheap jumpscares and being always the same thing like....well, most mods all there, ans horror games tbh.
It's a breath of fresh air seeing devs that actually care about what people think, we need more of that
Well thank you! I really appreciate it!
1:15 almost got a heart attack
Heart attack attack your attacked heart by heart who are get attack and attacking his heart
I'd suggest implementing a way to kill or dispel him for a time, before he comes back. Just so it's not like all these other trend dwellers who only exist to be an unkillable jumpscare entity, and is actually feasible to play in a horror survival world with. On top of that, not knowing when you will have to deal with him next will add to the psychological horror. I look forward to the future of this mod, keep up the good work!
Hey man as an idea, maybe give him more animations, like him deep breathing, when he chases you he chases with his arms out like he’s trying to catch you, creepier crawling animation etc.
This mod is so cool, it’s nice to see a horror mod where the entity isn’t a black figure with white eyes for once. I have noticed something that takes away from true scare factor of the mod though, and I’ve seen it happen with a lot of RUclipsrs playing this mod. When TOWW spawns in front of you, sometimes it isn’t facing the player and it just slowly turns around to look at the player after already spawning in. I don’t make mods so idk how this would work, but I feel like if you made it so the entity is always facing the closest player when it spawns in, that could make the initial shock of it being there a lot better. Other than that, this mod has made me jump way more times than I’d like to admit, great job 😭😭
exact opposite appearance
Small suggestion : I noticed during playtesting that with higher tier gear, golden apples and ender pearls, it's possible to survive an encounter. At this point, TOWW becomes very loud and almost impossible to shed off. I play Hardcore a lot, so I think it'd be cool if, when you survive an encounter, TOWW despawns and goes down a few levels. This would allow to rebuild the tension even during long term plays.
Dude I swear I love this guy and this mod
I downloaded a few scary mods and I was really looking forward to “the one that watches” but I thought he was bugged because he never spawned. Adding footsteps (2:00) is such a smart idea I get spooked when I hear those footsteps but I didn’t know this mod has stages to it
Aww, love you too
Another update?! Oh no.. KEEP IT UP PIXEL! You're doin great!
Yoooo! Thank you so much! Yep I got several more updates planned plus some other stuff! Loved your vr video btw, it was hilarious. That beach walk song got stuck in my head 😂.
If SCP-096 and Minos Prime had a baby:
I think you see him too soon. And not just a glimpse, he's just standing there. Minecraft is the kind of game where the unknown is most impactful, because, well, most of the "scary" 3d models just look kind of goofy once you get a good look at them.
yep! as soon as you spawn in a game, the mod is instantly not scary because hes literally right THERE.
I just imagine having a mini map mod with an enemy radar and just seeing a red dot rapidly approach you only to turn around and see nothing.
Hey, nice work! This mod looks cool and refreshing with the tension building you’ve added!
Although I’d like to say that ensuring that it isn’t invincible would give a lot more horror factor in the sense that players don’t get annoyed when they realize they can’t fight back (I’ve seen this with a few RUclipsr’s reactions and felt it would be worth noting)
Well made mod btw! Would try it if I could!
:D 👍
wow a dweller. love seeing concepts that have never been done before
You're right about the jump scaring part XD
😂
I HEAVILY respect you for taking the criticism in stride and improving your mod. I don’t have much to say other than keep up the great work! 👍👍
Thanks! I appreciate it!
I've got this man in here with the man from the fog, the cave dweller, the deep dweller, and the goat man, and the watcher is just like a background character. I've been waiting for this guy to show his face... I wonder if the goat man broke him... Overall FANTASTIC mod man!
Vivilly : the the.. oo-o-o-o.. one who watched
I feel like if you wanted to make the one who watches really interesting, you could have the stages not be on a timer but when the player does certain actions, you could go anywhere with the idea but an idea I like would be something that responds if the player “harms” the world too much
I want the dread to feel like what zeemyth said. In a minecraft 100 days singleplayer world and coming back home after mining only to see your chest has moved one block to the right
I wanna see a ‘scary’ mod that has an entity that has no model. You cant see it but its there. Footsteps, doors opening, maybe a shadow in a doorway or window. The scariest thing is the fear of the unknown and an unknown entity in your world is kinda spooky imo
That is actually an amazing idea
You should absolutely make it to where, instead of simply disappearing, he digs into the ground, and digs back up when reappearing.
how to make the mod actually scarier:
1. stop telling what the mod does. you can make a vague description but not release videos explaining the ai and whatnot in detail [duh]
2. build up tension throughout playthrough, not just phases. Once you've seen his whole cycle he's not scary anymore because you know how he always goes. Mix it up, make it slower. Basically make it unpredictable.
3. Instead of actually jumping on you (boo) and attacking (waah), make it so it messes with you. running into you and disappearing mid-attack, leaving you on half a heart with severe darkness effect, making weird glitchy sounds around the player so they think there's something wrong with the game itself, place weird structures (huge dark tunnels, piles of bones), leave illusions around the world (you can even make them turn to the player and explode)
4. make it mortal and give the player a chance to actually fight it so they can feel relief. if the player is always in stress of waiting for a jumpscare, they eventually get bored. make it stronger every time it dies, more persistent on stalking and chasing you. work on animations so the chase itself feels scarier [take inspiration from Sawrunner from Cry of Fear]
5. once the suspense is high enough, go nuts. Jumpscare, kill the player, do whatever you want with it.
6. you can even make it disable some defense the player has (make them drop their shield, torch or just outright prevent using it)
7. VFX: shake the screen, overlays, fulldark, extreme fog, not just "waah scary face on my screen"
8. SFX can go from random stuff from Silent Hill to just Minecraft noises, depending on how scary you want it to be.
I think you should make some horror mobs that act like regular mobs or mini bosses. Kinda like lethal companies monsters. Not simply jump scaring you but spawning in caves and at night. Chasing you if you get too close. It would be more balanced yet still scary.
I think perhaps there should be an earlier watching stage where he's REALLY far away, like 99% of the time you'd miss him but on the chance you see him it would be a distant silhouette
yeah i experienced the stage 1, literally was like bro wtf is walking, thought it was a sheep until i was in the middle of a flower plains with no other animals around
but i think another cool thing to add is he fades away on stage 2 instead of just how it is now
So something I think would be really creepy and really add to the tension of TOWW would be different ways of just… being aware that he’s around. Nothing huge, nothing in your face, just subtle changes that get added or removed based off of distance or phase.
For example, maybe have some visual effects to indicate information? Like, a very slight, barely noticeable vignette effect when the player is being watched, or a slight static effect if he’s nearby. Have these effects sometimes play when he isn’t around (and also sometimes not go into effect when he is), just to keep the player off their game.
Maybe add in some misleading clues and information, like sounds that play randomly no matter what TOWW is doing, to get the player to develop false patterns and to, again, keep them off their game (like maybe a specific sound that plays at random and isn’t actually tied to anything, but seems like it might coincide with TOWW appearing)
Finally, some voice effects for TOWW when he’s near a player but invisible and not aggressive; sounds that almost mimic human speech, but just… aren’t quite there. Like, mix and match syllables, reverse them, make them a little garbled, maybe in a made-up language (for example, there’s heavily edited and reversed dialogue the animatronics in FNAF 1 can sometimes play, as if they’re trying to communicate with you)
Sound and misinformation are crucial to creating a terrifying experience; just how a joke loses all humor once it’s explained, knowing exactly how a Dweller works makes it lose all the tension you’re trying to create. Mixing in deliberate misinformation, misleading information, and false information for the player can keep them from learning how TOWW actually works, and thus can A: keep them from finding a safe way to protect themselves, and B: keeps the tension high by keeping the fear of the unknown
Therapist: SCP 096 from walmart isn't real, he can't hurt you
SCP 096 from Walmart:
Yes sirrrr!!!! Keep up the great work! love the videos
If anyone is wondering where the Forge Labs jumpscare at 0:27 is. It is in the mimic dweller episode at 1:07:00
1:11 BRO I WILL CALL MY MOMMY CUZ YOU GAVE ME 100 TYPES OF PTSD 😭😭😭😭😭😭😂😭
I love the entity's stance in the thumbnail like a jojo pose..
1:15 Can you blow my whistle baby, whistle baby, let me know
😂
I've seen this mod kill people in the first minute. This was a much needed update.
Bro I used it pretty much as soon as it came out! you did a great job man! Keep up the good work!👍
Only thing I see wrong with the mod is how cheap it feels. Shadowmech just released a video with him in it and it just spawned on him inside his house that was well lit. You cant kill him and he can spawn anywhere so it cheapens the experience. He ended up removing the mod
I agree that the mob should probably be killable, even if it's in the "warden" way and not feasibly killable without endgame gear. A player feels less cheated if at the very least their weapon can make contact with the creature attacking them
ur mod is so good hes scares me really well i was minining and i could see him in the deep cave just watching me in the fog
Never been so scared in Minecraft in my life u should a make a nightmare version u should make him only show up at night because I just started a world and he already spawned
Started watching before he got popular it so nice to see him get the recogniztion he deserves
This mod is already amazing and just got even better, but here are some suggestions I have you could add to TOWW:
1. Adding some kind of drop (even just XP) would be really nice, because when you play with other mods you can kill him quite easily (especially with the Apex Guns addon to Mr Crayfish's gun mod)
2. What would make TOWW scarier and even more dangerous imo, would be to give him the ability to crawl and crouch down (like the original cave dweller) so he can't be cheesed as easily
Nevertheless, as I already said the mod is amazing, these are just the thoughts from someone who's been playing with it pretty much since it got released
W mod creator 🔥🔥 it’s like seeing behind the scenes. Everyone appreciates you listening 👂🏼
W comment. Thanks im glad some people like looking behind the scenes because I like to as well
dude i did no research on your mod and I thought he was like herobrine from the fog so today i saw him next to a ruined poetal i went over he jump scared me and i got traumatized
LOL
6:56 he looks like he'd paint his nails red and call himself girly pop for it
I don't think this would actuaoly scare me yet, but it's definately getting closer
Maybe concider adding something to scare him of or get rid of him entirely like a ritual, an item or a difficult advancment like monsters hunted.
big black oily men
Easily scarier than this mod
@@Authentic_American thats kinda racist ngl
@@Authentic_American don't be racist i am a skeleton and I've got knews for yo~ou~ou every mod very amazing pay respect to the~e~e~em
Cosplay as the coronavirus
@@FinnardoDeCaprio🤓
Dude I was searching for horror mods and this find ended up being the best mod I could ever find. THANK YOUUUU FOR MAKING MY GAME SCARY
You should add some kind of mechanic/move that works like a fishing rod using his tongue to pull you down or to make it easier for him to get to you
this whole video is full of suspense and tension
This video slaps in 1.25 :D Cool mod tho, well designed
Thanks!
nice to see my boy JFrostie in there
Also amazing changes! I think this will improve our server well!
I challenge you to try to recreate this mod, but in Minecraft BEDROCK!
As a person who enjoys horror, I can give you a short list of some ideas I came up with.
1 - Add camouflage to the creature when he stalks the player. If there are walls nearby he will blend in with the block the wall is made of, and if there is not a wall he would go onto the ground or hang from the ceiling etc.
2 - Make the creature ACTUALLY stalk them for a long time. Make the player paranoid in some way by making things feel uneasy. Add little things that change the game ever so slightly.
(example being - when the player sleeps, they can see a faint image of a creature looking at them through their window or door if they are facing / beside it.)
3 - When the invisible creature comes closer, increase the speed and power of the footsteps, like a giant creature is approaching the player ever so slowly.
4 - When the creature is more prompt to show up, make the creature play sounds that players would make. (example being door opening sound)
5 - Make the creature be able to shapeshift into a mob on the world that will follow the player in a form that is more comfortable to the player than this creature.
6 (biggest of them all) - Just make the darn thing scary, Scape & Run is more scary than this thing man, even after this update it still sucks. Not like my ideas will help, but I had a few.)
yeah just give the creature every single power ever at that point, that'll make it scary
ur weird
don’t know what these replies are yappin’ about but these ideas seem p good to me
I think it'd have been neat that when you get close to him while he is stalking, instead of becoming invisible, he becomes increasingly transparent, (never fully clear) so it seems he's consciously trying to be hard to see and sneak up on you
I haven't tried this mod yet, but I've seen videos and it looks pretty terrifying. I'll definitely try it soon
Good luck! You're gonna need it.
The day when custom animations are added I know it's gonna be a whole new experience.
5:57 you fool, my room doesn't have windows
and it doesn't have a closet either in case you were wondering
Darn. Wait, do you have a bed that is raised?
@@pixelcodernope, my bed is directly on the ground. I’m three steps ahead of you 😎😎😎
I have some stage ideas to make The One Who Watches more horrifying! This stage should be that when he's chasing you, he can swim down, up, anywhere to avoid players going to the ocean. The next one is that he can crawl under 2 blocks and 1 blocks. The final one should be that if you stay behind walls (or doors ) for too long, it will destroy na noor (or wall).
The one who subscribes
1:14 *Treat me like white tee*
Fire introduction im gonna go check it out
Finally he won't jumpscare me as soon as I start a new world
I am very thankful for this
Don't take this the wrong way, but the concept is good, though given the increase in mods that are essentially "Lanky man chases you." I feel like alot of reactions to your mod are infact RUclipsrs who simply scream in order to generate views and replayed moments whenever the creature shows up.
If you ask me, overhauling the run animation would help with this greatly. Perhaps make him spawn exclusively at night, and disable the ability to sleep when they are actively stalking / hunting the player.
Additionally, the onscreen jumpscare is simply not needed when nothing is ACTUALLY happening, nor is that kind of thing really needed in general when creating something scary, just take that one video of the Enderman running up the stairs for example.
The idea of it stalking the player is really good, and hanging on the cave ceilings actually makes it unexpected, but how about instead of simply jumpscaring the player with all forms of tension essentially thrown out the window once the player gets used to their antics, you could perhaps after a certain number of chase sequences, have the behavior change. If there's no bed or other structures within several hundreds of blocks of the player, and they're essentially in the middle of nowhere you could have it enter a bluff state, where it lurks at a distance, but doesn't actually chase the player until they look AWAY from it in order to run away.
For example, if you're in the desert and you see him in the distance, you have to watch him and back up a couple dozen blocks, before it turns away and runs off in a direction away from the player.
In my opinion, these features would make The One Who Watches a dynamic aspect of gameplay in which you have to actually apply logical thinking and trial and error rather than just "Oooh run from the spooky white man"
You should add a version of him thats just BARELY in render far in the distance.
yo I really like how u actually care abt mod being better and not just popular
Thank you. People deserve an actually good mod. Like a really good one. This one isn't perfect yet. I still have a lot to do. But I am getting there. It will never be perfect but once I am done with this one I will move on to something else. But for now I still have several updates planned.
oh yeah, this was a much needed update. very pleased to see you giving it the improvements it needed!
Thanks! Glad to see you like it!
Dude I love your Videos and this new Update will probably make this my favorite dweller. you should also make the footsteps get louder the closer he gets on stage one. If you could add an animation for when he spawns and disappears that would make it the only dweller that does that so far. Also when he walks (if he does) he should have the normal "run" animation, but when He Actually Runs After you, He Runs on all Fours. Note: It would be cool if his head is always facing the player kinda like Huggy Wuggy From Poppy Playtime, and made him crawl on the celling. Great Mod Though!
Also the super loud noise when he spawns should have a new sound design, it does get annoying after hearing it for 10 seconds straight honestly. and just one constant noise.
Ideas:
-Screams like Nightmare.jar or a super deep screem
-Loud Big Footsteps
-Make a Png Face Jump scare with a shaking animation when he kills you
-Maby a noise when you see him?
-distort the whispers just a little
better now
I really appreciate that you're working on this mod and trying to make it interesting compared to the other "dweller" mods.
I think there's still one glaring issue which is that he just dissapears and reappears, which is kind of lame.
Not sure if it's part of design or because of limitations, but if it's part of design, it would be cool if particles appeared around him as he disappeared/appeared, almost like a smoke bomb so that you can't tell he's just toggling visiblity.
If not, it would be cool if he did a sort of slow-walk towards the player.
I didn't do the smoke effect because I wanted a really good vanish effect. I want the player to be like, "Wait did I really see it or not?"
Thank you, I am trying to make this one as best as possible and actually give it a lot of depth.
This monster looks like scp096.
1:10 gave me a heart attack
I would consider resetting the stages back down to 0 every so often so that when you think it’s building up, or once he’s attacked you, he disappears.
1:12 the one who watches is flabberghasted💀
i really like this mod, and i have a few suggestions if you’re open to them!
- for horror to be successful over the long term, unpredictability is key. you’ve definitely improved that here, but adding more variability and breaking up his activity patterns will be crucial to not just making him scary, but *keeping* him scary. It might be best to let him mix up his behavior within/between stages a bit, and perhaps most importantly, don’t disclose exactly how these mechanics work to the community - make it so that people will have to study and learn from him to best deal with him! there’s nothing scarier than not knowing what’s going on and what’s going to happen next. Perhaps adding a library of different unique behaviors (think ghost events from Phasmophobia) that could be randomly sampled from without telling people what those behaviors/attacks are could be a good start to implementing this. I’ve noticed, watching some videos from folks playing with this and other horror mods, that people catch on very quickly to sound cues and behavior patterns, which makes the monsters more of an annoyance than a terrifying presence.
- when you want to truly scare, the best way to go about it from a psychological perspective is to return to our evolutionary roots. Consider what is frightening to people, but also *why* that is scary. In our past, we were very much hunted by other predators in our environments, and carried those vigilant survival instincts with us into the modern day. Giving the One Who Watches a darker, more mottled texture that blends into the environment better could be a huge step for making him more intimidating - at the moment, he stands out quite a bit from his surroundings and is easier to see. having him blend in makes it easier for him to get closer and closer to the player without notice, and implements an element of paranoia - he always *could* be there, but we may not immediately know. this will encourage people to spend time looking around them, constantly questioning their surroundings and their safety. his invisibility at times does help contribute to this, but there is little reason for people to search if he is impossible to see or fairly obvious when he *is* physically present. at least to me, there’s little that is more terrifying than staring out into the darkness and suddenly having your brain process the threat that is actually right in front of you.
- this idea might be a bit of a more unpopular one, but i hope you’ll hear me out; longer periods of inactivity and a variable schedule of progression between stages could do a lot here. you’re already on the right track for this with your recent changes, but i think you could kick it up a notch to find the ideal balance. long periods of quiet will allow the player to settle, to an extent. they may even stop thinking about him, or entirely forget he’s in their world. upon a subtle, slow return or a series of sudden, unpredictable and violent attacks before returning to a ‘baseline’ activity level for the stage could really take him to the next level of terrifying. it also suggests greater intelligence and strategy on behalf of the creature - he is so confident that he knows he can take as much time as he likes, and understands *himself* how to scare (rather than giving the impression that *you* as the creator of the mod know how to scare - he has more life, agency, and personality in-game himself). of course, this sort of thing isn’t always ideal for the content creation angle, as it could take a lot longer for exciting things to happen, but i’d argue that the boost to the tension would make for a better experience both playing and watching others play. Once it becomes obvious how he works, the fear is gone - so have him take his time, play his cards carefully, and when he’s ready to *really* attack, he’ll make it count.
apologies for the essay-length response, but i hope some of these ideas might help! if you want to chat further, i’d love to - i’m a big fan of horror and currently a psychology student who loves using what i’ve learned to analyze the hell out of horror media and figure out why and how it is effective (or not!). thanks to anyone who read through all this!
a cool little feature you could add would be that if you approached the one who watches from behind his neck would turn a 180 degrees towards you. So they player gets this unexpected jumpscared