№15089981[Quote]
give him a traffic cone head and a lizard body, the chainsaw is not actually a chainsaw but some kind of venus flytrap hair shit
№15089993[Quote]
>>15089981Too incomprehensible and chaotic. We already have somehing kike that - the wall of flesh that slowly follows you periodically
№15090165[Quote]
Also I think we should think a bit more about the squirrel laboratory boss. I was thinking, and it sounds more and more crude the more I think
№15090204[Quote]
>>15090188Almost. This nigga has a healthbar, and our nigga has a fixed amout of hits and you have to search for 1 time use weapons to smack him
№15090212[Quote]
>>15090188And our nigga gets stuck after we bait him into charging into a wall
№15090640[Quote]
I've been thinking about the last floor. Maybe make it a gauntlet of 4 hallways and a boss arena. The 4 hallways contain platforming and a unique monster type: a corpse stuck to a metallic carcass with a sharp spike that protrudes from its' chest. You have to be careful with the platforming, sometimes baiting the things to stab you, juke the stab, and go forward/jump over while they recover. In the boss arena, the sawtard appears from the abyss above. First, you juke his initial charge. Then, these caracss monsters start descending from the ceilimg abyss. You have to mind their placement on the arena, because while you're busy looking at the retard, they can stab you. Your goal is to bait the retard into charging through the carcasses. Their corpses get butchered, they explode and leave behind their spike. You pick it up while the retard is stuck and stab him in the back. Rinse and repeat 5 times for victory. Pretty fastburn. Sure, there's no kino deeper meaning and environmental storytelling, it's basically the building saying "fuck off nigger". It couldn't break you mentally, so might as well try physically
№15090763[Quote]
Bump
№15090855[Quote]
>>15090640Aryans who helped me so far for the lat 2 threads, I need your suggestions im trans btw
№15090890[Quote]
>>15090165Do you remember the idea of skeleton squirrels and carrying the cages?
№15090937[Quote]
>>15090890Yes. No more than 3 nuts. You have to position the squirrels so they won't overwhelm you all at once when you get a nut. And skeleton squirrels chase you when you feed all the squirrels
№15090948[Quote]
>>15090640So for the spikes, are they going to slowly approach you but turn slowly so you can go around them? If so then I think the idea’s pretty good.
№15090964[Quote]
>>15090890And honestly, the squirrels as we have them feel clunky. It's alretty interesting idea about positioning both items and enemies around the rooms, but it feels off in a gameplay sence. So the squirrels have their own aggro radius, then?
№15090978[Quote]
>>15090948Well, the carcasses will wind up their strike, then strike, then hang for a couple seconds before the next strike. Also there will be a warning sound
№15091019[Quote]
>>15090978Sorry I’ll need to take a bit to comprehend all these mechanics. I feel more tired than usual today.
№15091033[Quote]
>>15091019Me too. I finally have my two weeks of free time
№15091070[Quote]
>>15091033Ok, I like how you have to juke a bunch of stuff at the same time with the final boss, but I feel like the spikes are a bit to similar to the chainsaw guy, but if they’re slower than it’d be easy to bait the chainsaw guy into them wouldn’t it?
№15091103[Quote]
>>15090964I guess so. I do agree with you that the squirrel boss is the hardest to comprehend in this stage we’re at of just trying to describe it.
№15091106[Quote]
>>15091070They're static. In the hallways they are alreay ready for you, hanging around several places. In the boss arena, they descend one by one and hang in place until destroyed
№15091174[Quote]
>>15091103We have to remem this has to be clear and comprehensible enough to be both code-able and interesting enough to not be annoying
№15091186[Quote]
>>15091106I’m getting confused. They’re still going to charge at you, just faster and with a delay in doing so after a sound cue, right? Honestly we might be all done with the planning stage and we’re both just too tired to fully understand our genius.
№15091237[Quote]
>>15091174True, ok let’s elaborate on the boss. When the guy gets baited into a spike, it’ll explode as you said, and the sharp part of the spike you can use on him flies off to a corner of the arena. As you’re running to get the spike bit, while the chainsaw guy is stunned from the explosion, more spikes come down and try to stop you from getting the spike. Once you get it and stab the chainsaw guy, most of the spikes will go away but not all of them (every time you hurt the chainsaw guy, more and more spikes will stay and not go away).
№15091240[Quote]
>>15091186What? No, there's no charging and no "genius". It's simple:
> the carcass corpse hangs still in place>You go near it - it winds up an attack>After it attacks, it waits a bit before attacking againIt's a static hazard with a slow attack that you can run into if not careful. That's it. It doesn't chase you. It's like an environmental hazard
№15091258[Quote]
>>15091240Gah! I think I might need coffee.
№15091359[Quote]
>>15091237You got it, mostly:
>In the arena there's:<You<Chainsaw<One carcass at a time>The moment the chainsaw murders one carcass, the spike flies off, and another carcass descends >You have to run up to the spike while chainsaw is stunned, and beware of the new carcass so you don't run into his attack №15091458[Quote]
Sorry, I'm very tired rn. I really like the gauntlet idea for the finale. But I concluded tgat squirrels need revision
№15091471[Quote]
>>15091240Ok, tell me if we’re on the same wavelength: the corpse-spike-thingymadoos will stay in place, BUT if you get too close they will make a sound cue and attack, you can bait them into attacking nothing by getting out of the way before they actually attack and you can move on before they can attack again. If this is the case:
1. Make sure the player can’t just run past the spike before it attacks, make it thick so that the player has to actually juke it (I forgot the definition of juking, I’d like to look it up but my computer won’t let me)
2. Put some by ledges so the player has a limited time to make the jumps or else they’ll be stabbed, it’s a good final test for jumping after the tripmines and snake boss
№15091480[Quote]
>>15091458What time is it right now for you? For me it’s 4PM
№15091521[Quote]
>>1509148001:15 a.m. And yeah, putting them by ledges is the idea. So you'd have more tension before committing the jump
№15091536[Quote]
>>15091471Also, their windup is slow, but not terribly slow. Like, a second before the stab and 5 seconds cool down after the stab.
№15091544[Quote]
>>15091471Also, for the final chainsaw guy boss, since the spikes are a static obstacle, I’d like there to be some other enemy that can work better in tandem with the chainsaw guy. Maybe there could be some spikes that come down from the abyss, try to attack you, then leave once the chainsaw guy finishes his charge and is ready to charge again?
№15091577[Quote]
>>15091544Maybe they can come down and attack you whenever and you have to bait the chainsaw guy into them before they go away again?
№15091641[Quote]
>>15091458Ok, for the squirrels, 🐿️ , what if they only go away from you if you shove them in a cage or give them a nut. They will still chase you if you give a squirrel close to them a nut, or if you get close to them, and as they get out of the cage they actually break it you can’t use it again
№15091683[Quote]
>>15091641Sorry, by shove I mean bait them into it, and you can only carry one cage at a time, while doing so it makes you slower.
№15091699[Quote]
>>15091683Also also, you could jump over the squirrels, but since it takes a while to do so you have to time it just right. This’ll be useful when the skeleton squirrels show up and try to flank you.