bro, I understand everything, but 2 either canceled or frozen (and one done in 6 hours) there are already too many games, we are waiting for Orsoniks to work out from scav and go make a fourth game (and then he will abandon it :)
I still don't understand why he closed the public downloading for Bloodsaw when he can just stop making the game but allow people to still download it at the same time. That would be more logical decision to be honest because that game wasn't bad.
What can I say other than, holy mackerel this game is absolutely phenomenal. First of all the variety of ways that individual runs can go and the sheer amount of items available, makes this barely feel like an "alpha" to me, if this were advertised as a finished product I'd definitely buy it, even if it currently lacks a conclusion. That being said there's so much potential here; and I can see a version of this game tenfold its current size still maintaining the clarity and feel offered in this early stage; maybe I'm dithering but I think I'm just trying to say that for me, this game felt like something really magical.
That's the synopsis, I'm going to give a detailed rundown of all of my thoughts as best I can, in the hopes that it is useful, but everything past this point contemplate as much or little as you like, its all intended as ideas stock
Context, I downloaded this game 4 days ago and I've probably played about 20-30h, with my run count approaching 35 by my estimate. I've just beaten the final stage (in a way where I didn't die shortly afterwards), so that puts the difficulty at around 4-6 hours per level, I think the first one took me around 3 and the last one around 10. Difficulty feels extremely reminiscent of games I used to play that I considered "challenging", these include terraria (flashbacks to early hardmode), don't starve, and rain world; but definitely not rage inducing, which is the emotion I typically in games that are unpolished. If I had to describe this game to somebody, I would describe it as being reminiscent of those three, while also something of its own. I don't feel like I'm exaggerating in that comparison considering how this game made me feel; my interest in playing games peaked around 4-5 years ago and its rare that a game holds my attention long anymore; this had me practically not sleeping. Had this existed back then I'm pretty sure I'd have played the hell out of it exactly the same as now.
The atmosphere of the game is bleak and tragic, but made me confront and appreciate some of, that despite its occasional failings, the things we humans have built to make the world a better place, yes perhaps a bit sappy, but I guess the appeal of tragedies is to remind you how different things really could be; that's how I felt while playing anyway. I also feel like the exi species are relatable in some way; perhaps because they are a mix of human and survival-instinctual traits, but it hurts to see them suffer. I think a lot of the appeal of rain world comes from a very similar kind of mixing of man-made and natural elements. The set and setting of this game made me feel depressed and like a bad person for not being better at keeping my character alive, but in a really good and refreshing way; its kind of hard to describe.
As far as balancing goes, I find most things are balanced pretty well (at least at my current level of skill, hindsight included). It is difficult but not impossible to scavenge most of what you need to enter into more dangerous areas, but usually you are missing at least a few important items unless your really taking your time; so you often have to have a kind of reactive playstyle, which I like. I also really like that despite the importance of items, things are still mostly skill based; my best run by distance was one of my worst runs by loot. It really feels like there are multiple viable strategies, depending on how you choose and play your cards, and I love that.
I've given some thought to what makes the game difficult. I haven't been able to figure it out exactly, but I think it has a lot to do with the balance between food and medical resources, and the kinds of playstyles each enable. For example having a lot of food and water allows you to play slow and recover naturally from injuries, which is often more efficient than using medicines, there's also a nice interplay between the law of diminishing returns and the snowball effect: needing to heal a twisted ankle is far better prepared for by having apple juice and a burger than by using a whole bruise kit that could be far better spent elsewhere, and this logic applies generally to non-lethal injuries. Contrary to the previous point, having a lot of medicine allows you to move quicker and loot more aggressively, with a small risk of critical injury that is just about liveable but will use up most of your resources, I also tend to find this playstyle makes my character more unhappy over time. This breaks the gameplay up into at least two main phases, "caution mode" for conserving medicine, while depleting food; and "looting mode" for restocking food and medicines at an elevated risk of using up medicine. Knowing which mode to be in at any given time, I find, is the main challenge of this game and produces a large number of very different ways a run can go, depending on how you handle your situation. Since figuring out this by trial and error was a lot of fun for me, and this was the knowledge that won me my first "run", I figure this is the core gameplay loop, but there's definitely more going on than that as well, more subtle interactions I haven't quite mastered yet.
I've seen others talk about game being too dark or too difficult to traverse. I didn't experience these things as walls or downfalls but just as being part of a rather steep learning curve, for example by run 20 I learned that its far better to explore in open areas, even if there's an increased risk of falls, because there's less digging involved and you cover far more ground. I can see how these things could become frustrating, but I think that just puts this game into a category that leans into sharp learning curves, and there's definitely an audience for that. I never encountered anything that felt unfair or immersion breaking, which is the main thing. I would encourage people to play the tutorial though as there's important mechanics that you can't really afford to skip learning
Regarding the individual balance of items. One thing I've noticed is storage is non-negotiable. I generally mandate my character have at ~10 units worth of storage, preferably high durability storage, before I even consider entering the lower levels. Most items in the storage category are useful to some extent, though the ones that attach directly to the body are by far the best. Initially I struggled to find any storage items at all (except for one hilarious panicked attempt to remove a grav bag from my inventory that ended in gory death) but traders are actually a fairly reliable source, and that gives me a reason to overstock on certain things with the hopes of selling them in early levels; which is good I think. Some item prices are interesting, as there are several items I consider too heavy to carry long distances (and thus lower value) that nevertheless fetch a high price (mostly tools/yellow blood bags), however sometimes that gives me a reason to go for these items whereas I otherwise wouldn't. Overall, the requirement for storage forces me to scrounge around and gather more items so that I can pawn them for better stuff later, and this feels very in-keeping with the spirit and atmosphere of the game.
As discussed before I think most items and mechanics in the game are balanced once you get a knack for it, with the sole exception of infection. I think I've died to most things that you can reasonably die from (at least once), but never really have I had to fear infection, and I don't prepare for it to any extent. Notably, its far too treatable, and compared to the other dangers little more than a relatively minor concern; and largely that comes down to the abundance of light fruits. I wouldn't like to see less light plants around (they add to the atmosphere if nothing else), but I think they should either heal infections a fraction of the amount they do now or cause extreme pain as a consequence of doing so. Functionally speaking, their relative value needs to be massively reduced for me to begin to consider other solutions; if infection is to be a serious threat light plants need to be worth less than alcohol or bleach, two items I consider very low-priority when deciding what to keep and what to discard (notably, they are very heavy, and don't really do a good job of treating infections relative to other countermeasures, though they do fetch a price that can make them at least worth holding onto). Also, different types of and more dangerous infections would be a fun thing long term, though that's obviously a bit more of a request. On a slightly different but similar note, I haven't really found a use for fluid drain, I'm assuming that I'm missing something or that it has a planned role, as I never really find myself being significantly hypervolemic, either way it seems a little redundant
Creatures/enemies are decent, I have plenty reason to fear them; I'm curious whether you plan on adding more though. I know I quite like when enemies are few and environmental hazards are great (in most games), but that's a personal preference, that said if enemy density is increased, there may need to be more and weapon options to combat them, also adding more enemies would increase the relative value of certain tools and caffeinated foods (I didn't mention this but I've found colas and coffees to be an extremely useful and rare survival tool, used the same way as and on par with life support, its the closest I've found to a "life hack" in this game). Maybe I just dont use tools enough. Most of them are quite heavy though and I only use them in the early levels.
That's pretty much all I have to say about balance, generally speaking I think almost everything in this game works extremely well at present, I've just tried to give some constructive criticism in a couple places where I think the creative vision differs from the present mechanic. Below I'm just going to list some specific thoughts I had while playing about specific items, but that's more or less the gist really.
Dynamite: seems useful in principle, in practise, far too dangerous for my blood. I think I played around with it twice, in fairness it was hilarious carnage, but honestly the blast radius is just too big for me to feel comfortable using it at present. I thought perhaps it could be changed so that the explosion is smaller and more manageable, but the stick had a small chance of exploding if you fall while holding it; that would keep the danger whilst enabling a bit more control. I may just have skill issue also, I've only used it twice
Light: generally I haven't had an issue with visibility or lighting in this game (if I carry light fruit with me), but perhaps some of the other light sources should be buffed in respect to light fruit, as the only light source I consider better than light fruit is the light bulb. Lantern and emissive crystal are far too heavy, rose petals are great but could last a little longer
Crystals: probably too heavy for what is offered, oxygen and blood crystals could do with a weight decrease, soothing crystal however is balanced if not a little OP
Devices: the two main non-tool devices I've used are the structure scanner thing and the digital watch. Structure scanner seems good though I think I remember it being somewhat low durability, but digital watch? clock? (cant remember) should definitely attach to the body in the hand slot, also perhaps a tad heavy considering it only really offers QOL, though is quite a fun item
Life support: seems to have a redundant durability meter? Not sure if its supposed to offer less support for low durability, I didn't notice any difference between a fresh one and a 35% one
Bicycle helmet/Balaklava interaction: balaclava incorrectly renders over top of bicycle helmet, not that this really matters
Jetpack: it is fun, but it feels somewhat incongruent with the rest of the game and goes against the established gameplay mechanics. Could be fun as an endgame item. In either case, has way too high durability for what it offers.
These were all my thoughts, I am really hoping to see this game get popular, I definitely wont forget it and hopefully others share my positive experience. I'll try to support this project monetarily to the extent possible, so this project can be developed more easily into whatever it wants to be, I'm curious to see where it goes. Regardless, I'm certain this has an audience, and I'll try to tell others about it where I think they'll be interested.
Man where have you been? Thank heavens I see someone finally agreeing that the game is not too dark all the time, And that the darkness is part of the challenge and the appeal.
For what I recall from my own experience, the game is at it's absolute most difficult in the first 10 hours of experience, that's about time you get a clue on how it actually works, then by 20th hour mark you finally feel confident.
As for item balancing, I believe that most tools require buffing, or players with enough experience will just grow out of even carrying them to begin with.
The great thing about the game is that it gives you all types of items from any source and makes it clear that it wants you to improvise and use everything the game has to offer. The real balancing should happen to how traps and hazards leave you saying "very little of that was actually my fault; if any at all."
Please stop with your infection propaganda, it doesn't need a buff whatsoever. The point of infection isn't in killing you, but keeping you in check. If you'd seen the same runs I have by now, painfully dying to infection, hunger, thirst, bleeding, brain damage, etc... you won't be asking for more trouble.
Although, I'd say that having to deal with different types of infection, poisoning, etc... can be quite fun, but I'd bite my tongue asking for more difficulty in that regard.
"I haven't really found a use for fluid drain"
Chest drain? My god, you're such a lucky one. Prey that you never will.
As for the enemies, yeah, more is always better, but that can be dropped as an after thought, As for weapons ... that actually needs to change the main gameplay loop, not sure if it's the best idea for this game. Also, is it just me or life support is pure trash? at some point it soothed my sanity to know I had that but now I can't seem to get a use out of it anymore.
Anyway, if I were to give criticism I'd say REMOVE THE FREAKING HAZARD STUN MECHANICS. COMPLETELY! like for real, oil drops on your head? well that's bad! cause now you drop into an endless chasm of death, then your half broken body conveniently ragdolls downwards and you casually land on a mine.
But isn't that rare? well, the better you get at dodging the traps, the more forced non-interactions like this appear in the game just to end your every run.
Ever been positioned between a cactus and a landmine inside a driedbush? Assuming you dig the driedbush first, where do you run to? The landmine! the cactus takes longer than ONE second to dig and if you even slightly touch it while in panic, you'll be stunned till you explode. it doesn't help also that driedbushes conveniently camouflage at least half of the landmines in the map.
Dynamite: actually ultimately needs buffing, not nerfing
Light: there's this SS++++ tier item in the game called Flashlight. that's it ... get one of those and you're forever good to go. Rose pedals are actually perfectly balanced with no exploits.
Crystals: These... I find the most balanced items in the whole game. In fact, the extreme weight is the only thing keeping them from being absolutely OP.
Terrain Scanner: frankly can't seem to find a right use for it, looks pretty inessential to me.
Apple Watch: That's the best boy in the whole game, right after flashlight and scaffolding pack of course.
Life support: You are correct, though I find the item pretty redundant to begin with. if its durability affected the outcome, I'd never carry any.
Bicycle helmet/Balaklava interaction: No comment :P
Jetpack: Oh that's the 3rd SS++++ tier item on my ranking list alright, but between you and me, I found it very intimidating at first. The thing is, people are not gonna learn how to use it if they find it even a bit more challenging. As is, it's an unreliable source of total domination in the game. the keyword being "unreliable", since I doubt you'll find another by the time it runs out of juice.
That was a heck of reading, glad to see people are passionate for projects filled with passion.
Chest drain is definitely among the best items in the game no question, I'm talking about fluid drain being not very useful, an item for removing excess blood fluid (treating hypervolemia). Its pretty forgettable in its current state so perhaps thats where the confusion comes in
its interesting we have different points, and thats a good sign for the state of the game probably. I agree tools could certainly be buffed, though I disagree that traps should be nerfed, traps ought to be punishing and I don't think they should feel "fair", they ought to be threatning enough to force a response, otherwise it would be possible to complete every single run without injury, and that doesnt feel correct in my opinion. That is definitely a personal position though. I do agree fluid stun is annoying and it just feels bad to get swept by a small stream of oil landing on your head; if im being honest id call it kinda jank, but then I'm not totally averse to that in games so long as its limited to a few mechanics. However I'll concede I noticed it being annoying quite often
I never used flashlight, I did find one in one of my runs but decided not to take it, I guess that was maybe a mistake? Something something I avoid most tools on principle. I never found scaffolding pack so I cant comment on that.
I can see where you're coming from about infection and it being more of a mechanic to keep one honest. I always find that if I would die to an infection, I die to the thing that caused it first, but perhaps thats just a consequence of my playstyle.
I have had several runs die to traps hidden under other objects, for me never bushes but instead corpses (mostly faith plates actually in the upper 2 levels). I get what you mean about the landmines, though I like how this fosters a mentality of "be better prepared, because theres always a chance/you're never fully safe" (though perhaps landmines paticularly are too punishing in this capacity). I think I'd have enjoyed this game far less if I ever felt like I had full control over it, and hopefully that gives a good summary of my stance, but I can see your point of view
I have to admit I do like life support personally, but it is very situational: as it only really delays death so you have to be only just over the edge to be able to come back from using it. Still its nice to have around I feel, sometimes I use it proactively, eg to boost stamina in a pinch in a difficult combat
Thank you for writing your your comment, I appreciate seeing somebody elses perspective and opinions
THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUETHE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE
Very interesting so far. But it feels almost too hardcore due to the troublesome level generation. It’s also extremely dark so I can barely see anything. There’s glowfruit to use as lanterns but you ALWAYS have to use them because it’s so dark. The entire game shouldn’t be worse than shaded citadel in rain world, maybe half of it but at least not all of it. It’s too easy to slip into a pit with no way out and no possible way around it if you managed to avoid it. You also get damaged extremely easily. You’re even more delicate than a banana. Because you get damaged so easily you can barely see anything from the overwhelming visual effects. And it’s dark so you can barely see anything anyways. I don’t want the game to be much easier though, just a tiny tiny bit lower damage and more light in the environment. Wall jumping is important but feels awful and is difficult to figure out. You also become exhausted very quickly, and overheat/freeze very quickly too.
I would love to see where this goes. This has a lot of potential.
I hope we get to customise our guy eventually. We need to be able to make our ocs and watch them suffer. Customisable blood colours too. Maybe some kind of customisable body plan or internal biologies because of the genetically altered creature thing if the dev think that fits. Probably too complicated but I don’t know their plans.
I can only dig about 6 blocks before getting the first tier of exhaustion, maybe 12 blocks would feel a little better for gameplay. We’re furries with claws too. Different level generation would make this less annoying anyways.
I don't mind the 'can't dig much barehanded', but at least make it so tools open up strategies for digging instead of just being slightly better for a quarter total weight capacity.
Cool game though, look forward to seeing it develop.
I learned how walljumping works now and it’s not so bad. I just have to hold space and I will automatically bounce off of walls. Here’s some more random critique I’ve just thought of.
I’ve gotten a bit better so I think most damage feels fine but some damage sources are still a bit too much, especially barbed wire, I stepped on a tiny bit of it and started bleeding out of every body part. It’s really easy to overdose on fentanyl because it injects so quickly, the slightest tap uses almost too much. Realistically it is quite powerful but in medications it should be easier to correctly dose because it’s balanced for users. If it was not medical then it should be the same as it is currently. The inject speed for everything could be slower. Sometimes being near a note is annoying because I keep accidentally reading it while trying to escape. Another random thing is that people in this comment section have mentioned losing body parts but I’ve only ever lost hand function. I haven’t lost anything else even if I land on a landmine several times in a row. Maybe it’s not obvious, the health screen doesn’t really show anything but 0 health for those parts. It’s not obvious that I’ve lost a hand until I look at my inventory. Another thing is that it’s difficult to figure out how to trade with survivors, and I seem to get stuck on an option after clicking on it. I don’t know if this is intended or not.
Played the tutorial, left the game open, locked the PC, came back, loged into my pc, screen went black with the sond still playing,restarted pc now it just opens a zero dimension window with no picture or video and only the sound plays
Yah i would love to be able to play as the other types of animal human hybrids, also good choice the oranges are good for that reason plus they're super strong and tanky.
damage resistance is interesting, maybe muscle damage could be reduced a lot but skin damage only reduced a little 2 more arms would be interesting since it's more inventory space, but any piercing damage (such as spike traps, which damage whatever body part they touch, and to an extent the turret) and aoe damage (mines and the such) would complicate things a lot since it'd hit more parts of the body, also lower consciousness means shock (from agony) acts quicker, among some other things (like confusion and fainting occurring a lot easier), basically you need to act FAST when something goes horribly wrong also maybe carry limit could be increased by a little since oranges are strong
As the stupid chud I am I would have instantly dismissed this game if it were not for the fact that its fucked up bruh, having your leg blown smoove off by a mine to then be launched from the explosion into the soundblact from a soundcannon to then slowly freeze and drown to death in a pool of oil while wearing a life support pump is kinda nutty, this game cant be properly surmissed in a simple review so I plan to make a video on it but I give you my congratulations for making this and I actually look foward to its updates.
Someone helped me with it but considering documenting some stuff from the game... just remind yourself to take breaks... don't get burned out... Or perhaps enjoy the thrill of the unknown, it is in the new name... May the exe show you
Both are very fun depending on how you like the game
this is a very, very good concept that i am going to follow, but i have some constructive criticism to offer from the perspective of someone familiar with this sort of gameplay experience.
1) the world generation is veeery rough at the moment. call it a skill issue but i can't even get through the gravel pits because of the alternating unpredictable chasms of death and impenetrably-thick walls. it's so, so easy to put yourself into a pit too wide to walljump out of where the only way out is to dig, dig, dig, fast forward to rest, repeat. not fun at all, especially with no quick method of restarting a run. this isn't even mentioning loot that's effectively totally inaccessible due to worldgen.
2) it is far, far, FAR too dark. i know what you're trying to go for by making light sources necessary, but it's literally impossible to see anything that isn't already surrounded by glowplants or holes in the wall. this combined with the eye-searing bloom of light sources makes visual clarity suffer greatly, to the point that even in lit places i'll walk into shade crawlers that i can't see through the VFX. i think giving the glowfruits a slightly wider radius, lowering the bloom, and making them spawn a little more spread out would do some good, as would lowering the overall blackness. having the caves start off relatively well-lit and THEN progress into pitch-dark would probably improve the experience as well and keep players actually searching for sources of light as they progress instead of harvesting dozens of glowfruits to throw like flares from minute one.
3) back to "no quick method of restarting a run," an actual pause menu with options other than 'main menu' is probably the absolute most necessary thing right now. ending up in a pool of dirty water going into shock repeatedly from blood loss and pain effectively ends the run and with no way to start a new one other than going all the way back to the menu, it makes failing early on or with good loot FAR more irritating than it should be. a settings tab to adjust things like max framerate and/or the bloom and gamma would also be deeply appreciated by many.
TL;DR -- excellent concept and framework, but ultimately too player-hostile at the moment to be easily approachable. and this is coming from a noita/baro/zomboid/dayZ/tarkov/rust player. that said, i'm INCREDIBLY excited to see where this goes and i'm going to keep trying it out on and off to see if any of these issues are simply a me problem. thank you for sharing your work, and keep at it.
Hi everyone, before I say anything I just wanted to say this game is 1000000000000/10 the person behind this did an amazing job they should be proud of themselves.
I Just had a brutal death yesterday probably one of my most, I just spawned wondered around for a little, I jumped down off a cliff to what I thought was a trap free area but no I was very wrong there was a spike trap, I Landed right on top of it went off and went clean through my head, my neck was destroyed, my jaw pulverized and my brain was half gone somehow I was still alive and was able to stand up unsurprisingly like 30 seconds later or less I died.
Btw this all happened in a span of like 5 minutes (quickest death I've had)
Also sorry for the long and possibly confusing comment I'm horrible at communicating what I mean sometimes.
I've done a few rounds of this now, on one run I somehow opened up a chatbox that gave me access to admin commands, couldn't figure out how to close it and started messing around with it cause while its open I cant move, discovered the explode command and heal command, free pass down to toxic wastes while spamming explosions and heals,fell into cave system and my head hit a ledge in such a way it ripped my head off, no healing that apparently. Now I can't figure out how the hell I opened that chatbox up, do love that I can make him say things tho. Also found a jetpack on one run, very fun and easy to use and quite powerful cause you can even use it while ragdolled
Created a Account just to talk about this game just to say that the many ways to die are hella brutal. The many different afflictions your damned-to-die canine can get are endless.
Some of The many different ways Experiment can suffer is:
-breaking your jaw, or your ribs, or your spine
- Accidentally stepping on broken glass
-Literal Brain damage
-Shock from Agonizing pain
- Getting blood into your lungs leading to Hypoxia
- "Accidently" overdosing on Heroin
-Accidently mixing sleeping pills with other drugs, leading to respiratory arrest
-Opioid Addiction
- Getting permanent hearing loss (Probably, but it would be funny to add.)
-And, my favorite one, getting Traumatized, leading to depression.
(Dont forget that you can permanently lose some body parts, like your jaw(I don't think you can lose any actual limbs, i hope.))
This game actually legitimately made me sick to my stomach. watching this little guy die slowly and agonizingly. This game, in all of its pixelated glory, is literally not for the faint of heart. You will die, as there is no end, and unless you go back to menu (Couldn't blame you), you can only do nothing but watch as that red circle showing your brain's final moments makes its one and only slow revolution as those afflictions at the bottom bob up and down, taunting you as Experiment's final death rattle finally takes its soul out of its mortal plane. And you can only see the corpse, one of literally thousands of others strewn about on this forsaken planet, waiting for another poor soul to encounter your dead body, and loot what you had when you died.
Also this game has a dope soundtrack plz listen to ittttttttttttttttt
This game goes hard, I got dejawed from falling on a spike funny.
The hurt sounds actually got me feeling bad the first few hard falls.
I love how the character is constantly talking about things, and how sometimes your character seemingly directly calls you out (wonder the implications of that), because of that the consequences really hit me when I used mindwipe.
Soooo, I made it to the toxic wastes for the first time
>be Expie >lvl 1 EZ >lvl 2 EZ >Desert for the first time >OH GOD WTF IS THAT FLESH BLOB >irl scream >reflexively jump of cliff >second irl scream >bush MLG >eat cactus coz hungry, thirsty and hawt >make it to *safe* space >depressed nap >get down to ASAP to cycle back to first lvl >oh wait, lvl 4: toxic wastes >okay, just keep going >nap, wake up coughing >keep going down quickly >fall, hard >try to bandage self >Subject shows signs of resistance >get high on painkillers >bandage self >sonic cannon. >fuck. >at least Expie too dumb to be sad >keep going down at breakneck speed >reach end, but exhausted >find "safe" space >floor covered in oil >fuck. >too tired to move >too tired to dig >take nap in oil
Sweet dreams, Expie. May the afterlife be graced with your soul.
My first run lasted all of 30 seconds. I dropped in, tried to say hello to the nearby drop pod inhabitant because friend, and then got evaporated by a trap i didnt even see.
Finally... a game that makes me feel 1% of the suffering I feel with WarThunder.
← Return to game
Comments
Log in with itch.io to leave a comment.
🔥🔥🔥
This is unironically such a banger, what the hell
What's the name of soundtrack that plays after saving character from suicide attempt(<-90 mood value)?
How did you? You mean that's actually a possible thing?
Yes, by using drugs, antidepressants or keeping character in a healthy conditions(warm, not hungry, not thirsty, almost no pain).
nvm then, it is impossible xd
Made a skin based on the scav
fire!
Comatose, Respiratory arrest, Lung failure, Catastrophic bleeding, Internal bleeding, Exsanguinated, Fractured bone, Dislocated joint, Fractured ribs, Dislocated spine.
All because of "shortcut".
bro, I understand everything, but 2 either canceled or frozen (and one done in 6 hours) there are already too many games, we are waiting for Orsoniks to work out from scav and go make a fourth game (and then he will abandon it :)
I still don't understand why he closed the public downloading for Bloodsaw when he can just stop making the game but allow people to still download it at the same time. That would be more logical decision to be honest because that game wasn't bad.
SOMEBODY is a rain world fan lmao
omg i was right!!!
Can't download it for some reason. Wait i can download it from a browser but not from the program.
This game is so good, I can't wait for more!
What can I say other than, holy mackerel this game is absolutely phenomenal. First of all the variety of ways that individual runs can go and the sheer amount of items available, makes this barely feel like an "alpha" to me, if this were advertised as a finished product I'd definitely buy it, even if it currently lacks a conclusion. That being said there's so much potential here; and I can see a version of this game tenfold its current size still maintaining the clarity and feel offered in this early stage; maybe I'm dithering but I think I'm just trying to say that for me, this game felt like something really magical.
That's the synopsis, I'm going to give a detailed rundown of all of my thoughts as best I can, in the hopes that it is useful, but everything past this point contemplate as much or little as you like, its all intended as ideas stock
Context, I downloaded this game 4 days ago and I've probably played about 20-30h, with my run count approaching 35 by my estimate. I've just beaten the final stage (in a way where I didn't die shortly afterwards), so that puts the difficulty at around 4-6 hours per level, I think the first one took me around 3 and the last one around 10. Difficulty feels extremely reminiscent of games I used to play that I considered "challenging", these include terraria (flashbacks to early hardmode), don't starve, and rain world; but definitely not rage inducing, which is the emotion I typically in games that are unpolished. If I had to describe this game to somebody, I would describe it as being reminiscent of those three, while also something of its own. I don't feel like I'm exaggerating in that comparison considering how this game made me feel; my interest in playing games peaked around 4-5 years ago and its rare that a game holds my attention long anymore; this had me practically not sleeping. Had this existed back then I'm pretty sure I'd have played the hell out of it exactly the same as now.
The atmosphere of the game is bleak and tragic, but made me confront and appreciate some of, that despite its occasional failings, the things we humans have built to make the world a better place, yes perhaps a bit sappy, but I guess the appeal of tragedies is to remind you how different things really could be; that's how I felt while playing anyway. I also feel like the exi species are relatable in some way; perhaps because they are a mix of human and survival-instinctual traits, but it hurts to see them suffer. I think a lot of the appeal of rain world comes from a very similar kind of mixing of man-made and natural elements. The set and setting of this game made me feel depressed and like a bad person for not being better at keeping my character alive, but in a really good and refreshing way; its kind of hard to describe.
As far as balancing goes, I find most things are balanced pretty well (at least at my current level of skill, hindsight included). It is difficult but not impossible to scavenge most of what you need to enter into more dangerous areas, but usually you are missing at least a few important items unless your really taking your time; so you often have to have a kind of reactive playstyle, which I like. I also really like that despite the importance of items, things are still mostly skill based; my best run by distance was one of my worst runs by loot. It really feels like there are multiple viable strategies, depending on how you choose and play your cards, and I love that.
I've given some thought to what makes the game difficult. I haven't been able to figure it out exactly, but I think it has a lot to do with the balance between food and medical resources, and the kinds of playstyles each enable. For example having a lot of food and water allows you to play slow and recover naturally from injuries, which is often more efficient than using medicines, there's also a nice interplay between the law of diminishing returns and the snowball effect: needing to heal a twisted ankle is far better prepared for by having apple juice and a burger than by using a whole bruise kit that could be far better spent elsewhere, and this logic applies generally to non-lethal injuries. Contrary to the previous point, having a lot of medicine allows you to move quicker and loot more aggressively, with a small risk of critical injury that is just about liveable but will use up most of your resources, I also tend to find this playstyle makes my character more unhappy over time. This breaks the gameplay up into at least two main phases, "caution mode" for conserving medicine, while depleting food; and "looting mode" for restocking food and medicines at an elevated risk of using up medicine. Knowing which mode to be in at any given time, I find, is the main challenge of this game and produces a large number of very different ways a run can go, depending on how you handle your situation. Since figuring out this by trial and error was a lot of fun for me, and this was the knowledge that won me my first "run", I figure this is the core gameplay loop, but there's definitely more going on than that as well, more subtle interactions I haven't quite mastered yet.
I've seen others talk about game being too dark or too difficult to traverse. I didn't experience these things as walls or downfalls but just as being part of a rather steep learning curve, for example by run 20 I learned that its far better to explore in open areas, even if there's an increased risk of falls, because there's less digging involved and you cover far more ground. I can see how these things could become frustrating, but I think that just puts this game into a category that leans into sharp learning curves, and there's definitely an audience for that. I never encountered anything that felt unfair or immersion breaking, which is the main thing. I would encourage people to play the tutorial though as there's important mechanics that you can't really afford to skip learning
Regarding the individual balance of items. One thing I've noticed is storage is non-negotiable. I generally mandate my character have at ~10 units worth of storage, preferably high durability storage, before I even consider entering the lower levels. Most items in the storage category are useful to some extent, though the ones that attach directly to the body are by far the best. Initially I struggled to find any storage items at all (except for one hilarious panicked attempt to remove a grav bag from my inventory that ended in gory death) but traders are actually a fairly reliable source, and that gives me a reason to overstock on certain things with the hopes of selling them in early levels; which is good I think. Some item prices are interesting, as there are several items I consider too heavy to carry long distances (and thus lower value) that nevertheless fetch a high price (mostly tools/yellow blood bags), however sometimes that gives me a reason to go for these items whereas I otherwise wouldn't. Overall, the requirement for storage forces me to scrounge around and gather more items so that I can pawn them for better stuff later, and this feels very in-keeping with the spirit and atmosphere of the game.
As discussed before I think most items and mechanics in the game are balanced once you get a knack for it, with the sole exception of infection. I think I've died to most things that you can reasonably die from (at least once), but never really have I had to fear infection, and I don't prepare for it to any extent. Notably, its far too treatable, and compared to the other dangers little more than a relatively minor concern; and largely that comes down to the abundance of light fruits. I wouldn't like to see less light plants around (they add to the atmosphere if nothing else), but I think they should either heal infections a fraction of the amount they do now or cause extreme pain as a consequence of doing so. Functionally speaking, their relative value needs to be massively reduced for me to begin to consider other solutions; if infection is to be a serious threat light plants need to be worth less than alcohol or bleach, two items I consider very low-priority when deciding what to keep and what to discard (notably, they are very heavy, and don't really do a good job of treating infections relative to other countermeasures, though they do fetch a price that can make them at least worth holding onto). Also, different types of and more dangerous infections would be a fun thing long term, though that's obviously a bit more of a request. On a slightly different but similar note, I haven't really found a use for fluid drain, I'm assuming that I'm missing something or that it has a planned role, as I never really find myself being significantly hypervolemic, either way it seems a little redundant
Creatures/enemies are decent, I have plenty reason to fear them; I'm curious whether you plan on adding more though. I know I quite like when enemies are few and environmental hazards are great (in most games), but that's a personal preference, that said if enemy density is increased, there may need to be more and weapon options to combat them, also adding more enemies would increase the relative value of certain tools and caffeinated foods (I didn't mention this but I've found colas and coffees to be an extremely useful and rare survival tool, used the same way as and on par with life support, its the closest I've found to a "life hack" in this game). Maybe I just dont use tools enough. Most of them are quite heavy though and I only use them in the early levels.
That's pretty much all I have to say about balance, generally speaking I think almost everything in this game works extremely well at present, I've just tried to give some constructive criticism in a couple places where I think the creative vision differs from the present mechanic. Below I'm just going to list some specific thoughts I had while playing about specific items, but that's more or less the gist really.
Dynamite: seems useful in principle, in practise, far too dangerous for my blood. I think I played around with it twice, in fairness it was hilarious carnage, but honestly the blast radius is just too big for me to feel comfortable using it at present. I thought perhaps it could be changed so that the explosion is smaller and more manageable, but the stick had a small chance of exploding if you fall while holding it; that would keep the danger whilst enabling a bit more control. I may just have skill issue also, I've only used it twice
Light: generally I haven't had an issue with visibility or lighting in this game (if I carry light fruit with me), but perhaps some of the other light sources should be buffed in respect to light fruit, as the only light source I consider better than light fruit is the light bulb. Lantern and emissive crystal are far too heavy, rose petals are great but could last a little longer
Crystals: probably too heavy for what is offered, oxygen and blood crystals could do with a weight decrease, soothing crystal however is balanced if not a little OP
Devices: the two main non-tool devices I've used are the structure scanner thing and the digital watch. Structure scanner seems good though I think I remember it being somewhat low durability, but digital watch? clock? (cant remember) should definitely attach to the body in the hand slot, also perhaps a tad heavy considering it only really offers QOL, though is quite a fun item
Life support: seems to have a redundant durability meter? Not sure if its supposed to offer less support for low durability, I didn't notice any difference between a fresh one and a 35% one
Bicycle helmet/Balaklava interaction: balaclava incorrectly renders over top of bicycle helmet, not that this really matters
Jetpack: it is fun, but it feels somewhat incongruent with the rest of the game and goes against the established gameplay mechanics. Could be fun as an endgame item. In either case, has way too high durability for what it offers.
These were all my thoughts, I am really hoping to see this game get popular, I definitely wont forget it and hopefully others share my positive experience. I'll try to support this project monetarily to the extent possible, so this project can be developed more easily into whatever it wants to be, I'm curious to see where it goes. Regardless, I'm certain this has an audience, and I'll try to tell others about it where I think they'll be interested.
Man where have you been? Thank heavens I see someone finally agreeing that the game is not too dark all the time, And that the darkness is part of the challenge and the appeal.
For what I recall from my own experience, the game is at it's absolute most difficult in the first 10 hours of experience, that's about time you get a clue on how it actually works, then by 20th hour mark you finally feel confident.
As for item balancing, I believe that most tools require buffing, or players with enough experience will just grow out of even carrying them to begin with.
The great thing about the game is that it gives you all types of items from any source and makes it clear that it wants you to improvise and use everything the game has to offer. The real balancing should happen to how traps and hazards leave you saying "very little of that was actually my fault; if any at all."
Please stop with your infection propaganda, it doesn't need a buff whatsoever. The point of infection isn't in killing you, but keeping you in check. If you'd seen the same runs I have by now, painfully dying to infection, hunger, thirst, bleeding, brain damage, etc... you won't be asking for more trouble.
Although, I'd say that having to deal with different types of infection, poisoning, etc... can be quite fun, but I'd bite my tongue asking for more difficulty in that regard.
"I haven't really found a use for fluid drain"
Chest drain? My god, you're such a lucky one. Prey that you never will.
As for the enemies, yeah, more is always better, but that can be dropped as an after thought, As for weapons ... that actually needs to change the main gameplay loop, not sure if it's the best idea for this game. Also, is it just me or life support is pure trash? at some point it soothed my sanity to know I had that but now I can't seem to get a use out of it anymore.
Anyway, if I were to give criticism I'd say REMOVE THE FREAKING HAZARD STUN MECHANICS. COMPLETELY! like for real, oil drops on your head? well that's bad! cause now you drop into an endless chasm of death, then your half broken body conveniently ragdolls downwards and you casually land on a mine.
But isn't that rare? well, the better you get at dodging the traps, the more forced non-interactions like this appear in the game just to end your every run.
Ever been positioned between a cactus and a landmine inside a driedbush? Assuming you dig the driedbush first, where do you run to? The landmine! the cactus takes longer than ONE second to dig and if you even slightly touch it while in panic, you'll be stunned till you explode. it doesn't help also that driedbushes conveniently camouflage at least half of the landmines in the map.
Dynamite: actually ultimately needs buffing, not nerfing
Light: there's this SS++++ tier item in the game called Flashlight. that's it ... get one of those and you're forever good to go. Rose pedals are actually perfectly balanced with no exploits.
Crystals: These... I find the most balanced items in the whole game. In fact, the extreme weight is the only thing keeping them from being absolutely OP.
Terrain Scanner: frankly can't seem to find a right use for it, looks pretty inessential to me.
Apple Watch: That's the best boy in the whole game, right after flashlight and scaffolding pack of course.
Life support: You are correct, though I find the item pretty redundant to begin with. if its durability affected the outcome, I'd never carry any.
Bicycle helmet/Balaklava interaction: No comment :P
Jetpack: Oh that's the 3rd SS++++ tier item on my ranking list alright, but between you and me, I found it very intimidating at first. The thing is, people are not gonna learn how to use it if they find it even a bit more challenging. As is, it's an unreliable source of total domination in the game. the keyword being "unreliable", since I doubt you'll find another by the time it runs out of juice.
That was a heck of reading, glad to see people are passionate for projects filled with passion.

Chest drain is definitely among the best items in the game no question, I'm talking about fluid drain being not very useful, an item for removing excess blood fluid (treating hypervolemia). Its pretty forgettable in its current state so perhaps thats where the confusion comes in
its interesting we have different points, and thats a good sign for the state of the game probably. I agree tools could certainly be buffed, though I disagree that traps should be nerfed, traps ought to be punishing and I don't think they should feel "fair", they ought to be threatning enough to force a response, otherwise it would be possible to complete every single run without injury, and that doesnt feel correct in my opinion. That is definitely a personal position though. I do agree fluid stun is annoying and it just feels bad to get swept by a small stream of oil landing on your head; if im being honest id call it kinda jank, but then I'm not totally averse to that in games so long as its limited to a few mechanics. However I'll concede I noticed it being annoying quite often
I never used flashlight, I did find one in one of my runs but decided not to take it, I guess that was maybe a mistake? Something something I avoid most tools on principle. I never found scaffolding pack so I cant comment on that.
I can see where you're coming from about infection and it being more of a mechanic to keep one honest. I always find that if I would die to an infection, I die to the thing that caused it first, but perhaps thats just a consequence of my playstyle.
I have had several runs die to traps hidden under other objects, for me never bushes but instead corpses (mostly faith plates actually in the upper 2 levels). I get what you mean about the landmines, though I like how this fosters a mentality of "be better prepared, because theres always a chance/you're never fully safe" (though perhaps landmines paticularly are too punishing in this capacity). I think I'd have enjoyed this game far less if I ever felt like I had full control over it, and hopefully that gives a good summary of my stance, but I can see your point of view
I have to admit I do like life support personally, but it is very situational: as it only really delays death so you have to be only just over the edge to be able to come back from using it. Still its nice to have around I feel, sometimes I use it proactively, eg to boost stamina in a pinch in a difficult combat
Thank you for writing your your comment, I appreciate seeing somebody elses perspective and opinions
"no compatible downloads were found?"
Me sinto enganado, pela descrição, pensei que dava para conseguir a carga
O jogo tá em demo ainda
THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUETHE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE THE DIG MUST CONTINUE
who tf is shipping raw algae water??😭
delicious
i might've ate all of it,, sorry :(
NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
so i turned my computer on, went mining, fell, punctured a lung and died, then went to hell. then i played scav prototype
real scavheads will get this one
this is so good. maybe if there were more difficulties options but i don't judge. maybe port the crying sound option from gunsaw?
nice
Great concept but sadly killed by level generation, its impossible to traverse the level
you can mine through the rock
Real tough, but I think I'm addicted already. It's got a lot of systems going on and great "one more run" potential.
Someone told me of this one, "reminds me of Cortex Command but controls feel alright" so now I gotta check it.
well well well
Very interesting so far. But it feels almost too hardcore due to the troublesome level generation. It’s also extremely dark so I can barely see anything. There’s glowfruit to use as lanterns but you ALWAYS have to use them because it’s so dark. The entire game shouldn’t be worse than shaded citadel in rain world, maybe half of it but at least not all of it. It’s too easy to slip into a pit with no way out and no possible way around it if you managed to avoid it. You also get damaged extremely easily. You’re even more delicate than a banana. Because you get damaged so easily you can barely see anything from the overwhelming visual effects. And it’s dark so you can barely see anything anyways. I don’t want the game to be much easier though, just a tiny tiny bit lower damage and more light in the environment. Wall jumping is important but feels awful and is difficult to figure out. You also become exhausted very quickly, and overheat/freeze very quickly too.
I would love to see where this goes. This has a lot of potential.
I hope we get to customise our guy eventually. We need to be able to make our ocs and watch them suffer. Customisable blood colours too. Maybe some kind of customisable body plan or internal biologies because of the genetically altered creature thing if the dev think that fits. Probably too complicated but I don’t know their plans.
"You also become exhausted very quickly" I would love to see you dig a tunnel through a solid rock wall with nothing but your bare hands
I can only dig about 6 blocks before getting the first tier of exhaustion, maybe 12 blocks would feel a little better for gameplay. We’re furries with claws too. Different level generation would make this less annoying anyways.
I don't mind the 'can't dig much barehanded', but at least make it so tools open up strategies for digging instead of just being slightly better for a quarter total weight capacity.
Cool game though, look forward to seeing it develop.
I learned how walljumping works now and it’s not so bad. I just have to hold space and I will automatically bounce off of walls. Here’s some more random critique I’ve just thought of.
I’ve gotten a bit better so I think most damage feels fine but some damage sources are still a bit too much, especially barbed wire, I stepped on a tiny bit of it and started bleeding out of every body part. It’s really easy to overdose on fentanyl because it injects so quickly, the slightest tap uses almost too much. Realistically it is quite powerful but in medications it should be easier to correctly dose because it’s balanced for users. If it was not medical then it should be the same as it is currently. The inject speed for everything could be slower. Sometimes being near a note is annoying because I keep accidentally reading it while trying to escape. Another random thing is that people in this comment section have mentioned losing body parts but I’ve only ever lost hand function. I haven’t lost anything else even if I land on a landmine several times in a row. Maybe it’s not obvious, the health screen doesn’t really show anything but 0 health for those parts. It’s not obvious that I’ve lost a hand until I look at my inventory. Another thing is that it’s difficult to figure out how to trade with survivors, and I seem to get stuck on an option after clicking on it. I don’t know if this is intended or not.
Why does the intro when the game launches have to rape my ears?
nevermind i fixed it by asking chatgpt,its incredible that it actually managed to fix the issue.
game.exe -screen-width 1920 -screen-height 1080 -screen-fullscreen 1
Played the tutorial, left the game open, locked the PC, came back, loged into my pc, screen went black with the sond still playing,restarted pc now it just opens a zero dimension window with no picture or video and only the sound plays
i got to the stage where radioactive stuff spawns in and i got randomly jumpscared and died instantly
that's the sound cannon
playing as an orange with 4 arms would go hard. banger game
Yah i would love to be able to play as the other types of animal human hybrids, also good choice the oranges are good for that reason plus they're super strong and tanky.
Higher resistance, 2 more arms but lower consciousness by default.
Sounds dope actually
hmm
> damage resistance
> 2 more arms (more inventory)
> lower consciousness
damage resistance is interesting, maybe muscle damage could be reduced a lot but skin damage only reduced a little
2 more arms would be interesting since it's more inventory space, but any piercing damage (such as spike traps, which damage whatever body part they touch, and to an extent the turret) and aoe damage (mines and the such) would complicate things a lot since it'd hit more parts of the body, also lower consciousness means shock (from agony) acts quicker, among some other things (like confusion and fainting occurring a lot easier), basically you need to act FAST when something goes horribly wrong
also maybe carry limit could be increased by a little since oranges are strong
just throwing out ideas
🔥
I'd be happy to buy this on Steam once you're ready to publish there.
As the stupid chud I am I would have instantly dismissed this game if it were not for the fact that its fucked up bruh, having your leg blown smoove off by a mine to then be launched from the explosion into the soundblact from a soundcannon to then slowly freeze and drown to death in a pool of oil while wearing a life support pump is kinda nutty, this game cant be properly surmissed in a simple review so I plan to make a video on it but I give you my congratulations for making this and I actually look foward to its updates.
Hopefully being burned alive in that pit of oil will be added eventually.
Someone helped me with it but considering documenting some stuff from the game... just remind yourself to take breaks... don't get burned out...
Or perhaps enjoy the thrill of the unknown, it is in the new name...
May the exe show you
Both are very fun depending on how you like the game
this is a very, very good concept that i am going to follow, but i have some constructive criticism to offer from the perspective of someone familiar with this sort of gameplay experience.
1) the world generation is veeery rough at the moment. call it a skill issue but i can't even get through the gravel pits because of the alternating unpredictable chasms of death and impenetrably-thick walls. it's so, so easy to put yourself into a pit too wide to walljump out of where the only way out is to dig, dig, dig, fast forward to rest, repeat. not fun at all, especially with no quick method of restarting a run. this isn't even mentioning loot that's effectively totally inaccessible due to worldgen.
2) it is far, far, FAR too dark. i know what you're trying to go for by making light sources necessary, but it's literally impossible to see anything that isn't already surrounded by glowplants or holes in the wall. this combined with the eye-searing bloom of light sources makes visual clarity suffer greatly, to the point that even in lit places i'll walk into shade crawlers that i can't see through the VFX. i think giving the glowfruits a slightly wider radius, lowering the bloom, and making them spawn a little more spread out would do some good, as would lowering the overall blackness. having the caves start off relatively well-lit and THEN progress into pitch-dark would probably improve the experience as well and keep players actually searching for sources of light as they progress instead of harvesting dozens of glowfruits to throw like flares from minute one.
3) back to "no quick method of restarting a run," an actual pause menu with options other than 'main menu' is probably the absolute most necessary thing right now. ending up in a pool of dirty water going into shock repeatedly from blood loss and pain effectively ends the run and with no way to start a new one other than going all the way back to the menu, it makes failing early on or with good loot FAR more irritating than it should be. a settings tab to adjust things like max framerate and/or the bloom and gamma would also be deeply appreciated by many.
TL;DR -- excellent concept and framework, but ultimately too player-hostile at the moment to be easily approachable. and this is coming from a noita/baro/zomboid/dayZ/tarkov/rust player. that said, i'm INCREDIBLY excited to see where this goes and i'm going to keep trying it out on and off to see if any of these issues are simply a me problem. thank you for sharing your work, and keep at it.
You can actually restart the run by pressing 0, as in other games from this developer, but the game doesn't tell about it being an option
Do not play this game at 0 AM. I warned ya :> [10 Runs out of 10]
Hi everyone, before I say anything I just wanted to say this game is 1000000000000/10 the person behind this did an amazing job they should be proud of themselves.
I Just had a brutal death yesterday probably one of my most, I just spawned wondered around for a little, I jumped down off a cliff to what I thought was a trap free area but no I was very wrong there was a spike trap, I Landed right on top of it went off and went clean through my head, my neck was destroyed, my jaw pulverized and my brain was half gone somehow I was still alive and was able to stand up unsurprisingly like 30 seconds later or less I died.
Btw this all happened in a span of like 5 minutes (quickest death I've had)
Also sorry for the long and possibly confusing comment I'm horrible at communicating what I mean sometimes.
I've done a few rounds of this now, on one run I somehow opened up a chatbox that gave me access to admin commands, couldn't figure out how to close it and started messing around with it cause while its open I cant move, discovered the explode command and heal command, free pass down to toxic wastes while spamming explosions and heals,fell into cave system and my head hit a ledge in such a way it ripped my head off, no healing that apparently. Now I can't figure out how the hell I opened that chatbox up, do love that I can make him say things tho. Also found a jetpack on one run, very fun and easy to use and quite powerful cause you can even use it while ragdolled
Oh sweet, free digital trauma. Don't get me wrong, this is some great stuff so far, but it just hurts to see the poor thing die from my mistakes.
Created a Account just to talk about this game just to say that the many ways to die are hella brutal. The many different afflictions your damned-to-die canine can get are endless.
Some of The many different ways Experiment can suffer is:
-breaking your jaw, or your ribs, or your spine
- Accidentally stepping on broken glass
-Literal Brain damage
-Shock from Agonizing pain
- Getting blood into your lungs leading to Hypoxia
- "Accidently" overdosing on Heroin
-Accidently mixing sleeping pills with other drugs, leading to respiratory arrest
-Opioid Addiction
- Getting permanent hearing loss (Probably, but it would be funny to add.)
-And, my favorite one, getting Traumatized, leading to depression.
(Dont forget that you can permanently lose some body parts, like your jaw(I don't think you can lose any actual limbs, i hope.))
This game actually legitimately made me sick to my stomach. watching this little guy die slowly and agonizingly. This game, in all of its pixelated glory, is literally not for the faint of heart. You will die, as there is no end, and unless you go back to menu (Couldn't blame you), you can only do nothing but watch as that red circle showing your brain's final moments makes its one and only slow revolution as those afflictions at the bottom bob up and down, taunting you as Experiment's final death rattle finally takes its soul out of its mortal plane. And you can only see the corpse, one of literally thousands of others strewn about on this forsaken planet, waiting for another poor soul to encounter your dead body, and loot what you had when you died.
Also this game has a dope soundtrack plz listen to ittttttttttttttttt
This game goes hard, I got dejawed from falling on a spike funny.
The hurt sounds actually got me feeling bad the first few hard falls.
I love how the character is constantly talking about things, and how sometimes your character seemingly directly calls you out (wonder the implications of that), because of that the consequences really hit me when I used mindwipe.
Huge Rainworld, Barotrauma, and Starbound vibes.
Soooo, I made it to the toxic wastes for the first time
>be Expie
>lvl 1 EZ
>lvl 2 EZ
>Desert for the first time
>OH GOD WTF IS THAT FLESH BLOB
>irl scream
>reflexively jump of cliff
>second irl scream
>bush MLG
>eat cactus coz hungry, thirsty and hawt
>make it to *safe* space
>depressed nap
>get down to ASAP to cycle back to first lvl
>oh wait, lvl 4: toxic wastes
>okay, just keep going
>nap, wake up coughing
>keep going down quickly
>fall, hard
>try to bandage self
>Subject shows signs of resistance
>get high on painkillers
>bandage self
>sonic cannon.
>fuck.
>at least Expie too dumb to be sad
>keep going down at breakneck speed
>reach end, but exhausted
>find "safe" space
>floor covered in oil
>fuck.
>too tired to move
>too tired to dig
>take nap in oil
Sweet dreams, Expie. May the afterlife be graced with your soul.
My first run lasted all of 30 seconds. I dropped in, tried to say hello to the nearby drop pod inhabitant because friend, and then got evaporated by a trap i didnt even see.
Finally... a game that makes me feel 1% of the suffering I feel with WarThunder.
This game fun!