#indie horror game guide
Explore tagged Tumblr posts
Text
Upcoming games and add requests
yep, making more guides. roadmapped are guides for Tealerland, JR's, Dormitabis Remastered, Graveyard Shift at Freddy's (though i may skip this as it's no longer available for download), The Glitched Attraction, SCP: The Endurance.
go ahead and add requests yey
#horror game guide#indie horror game#horror games#indie horror game guide#horror game walkthrough#game walkthrough
0 notes
Photo
Episode 4 spoilers ahead-- some quick anatomy illustrations I made!
Sorry the body isn’t terribly detailed, but here’s his basic anatomy in his Coolguy form! In his mid-form he’s much closer to normal tall human height, perfect for, say, resting your head on his chest UwU
Snake yawn.gif -->
#reese kelly#scarlet hollow#monster anatomy#indie horror game#need I remind you this is one of our dateable characters#and not even the only monster#horror visual novel#indie game development#some folks were having trouble parsing the way he fits together#so I made this little guide!#I don't know if it's actually helpful#I am a terrible teacher tbh#I have run animal drawing workshops where I break down the evolution of all vertebrates to help explain how to draw animals#as you can imagine eight year olds do not benefit from this
820 notes
·
View notes
Text
Spooktober Ending Guides
Interested in playing some of the longer horror yuri visual novels we released in the last few years but yearning for an endings guide to help you through the various heroine routes and bad endings? Worry not, here they are!
The Final Prize is Soup
A survival horror yuri visual novel following a series of death games in the afterlife.
Endings Guide
Lachesis or Atropos
A horror mystery yuri visual novel following a detective with eyes that can see the strings of hatred...
Endings Guide
Who is the Red Queen?
A horror fantasy yuri visual novel following Alice as she searches through a strange and twisted Wonderland.
100% Completion Guide
#visual novel#game guide#walkthrough#indie game#horror game#vn#yuri#gxg#wlw#lesbian#lgbt#queer#lgbt games#yuri vn#visualnovel#vndev#spooktober#lachesis or atropos#who is the red queen?#the final prize is soup
8 notes
·
View notes
Text
youtube
#video game#gaming#game#awesome#amazing#pc#gamer#youtube#fails#gameplay#horror game#horror#indie horror#psychological horror#playthrough#guide#review#storytelling#chapters#crazy#jumpscare#walkthrough#let’s play#visage#live commentary#games#indie games#game over#pc gaming accessories
0 notes
Text
Drawing my novel characters in different horror universes. (Old) Day 24, Roman Harper, Yume Nikki
0 notes
Note
What horror games have you played/wanted to play? Also have you tried any rpg maker horrors?
I actually don't play that many horror games, I don't think? Between you and me most of them are... Kind of garbagee. But I like when really weird things are taken dead seriously, which most video games don't succeed at. But in the rare time they DO, it usually falls into the "horror" genre at least loosely. I'm just going to list my favorites:
PS: I'm really showing how insufferable I am with these summaries, sorry!
The Outlast series: the most Tasteful tasteless gory-shit-fest of a horror series I've ever seen. I don't like shock for the sake of shock, and Outlast somehow manages to always make it for the sake of SOMETHING. The original game+DLC is a buttload of fun, and if you pull back one layer it also poses some interesting and difficult questions about the place and treatment of the criminally inclined in society. Pull yet another layer back and you find a fascinating subversion of the expected role men are supposed to inhabit in horror games. The second game is a vastly different, and profoundly emotional experience, opinions on it vary for reasons I find very understandable, but I personally really like it.
Fear & Hunger: I guess this answers your question about RPG horror games! Unfortunately, this is the only one I ever played that I liked, but REALLY like it, I have a tattoo of the circle of perfection on the back of my hand, even, lol (I already had other hand tats, don't freak out). I just really like the absurdity of the story and all of the lore that the developer has cooked up for it, and the way it all matters but also kind of doesn't. I think its an insane feat to have achieved the atmosphere he did with the limited tools he has, not to mention the massive amount of respect I have for any creator that simultaneously wears their influences on their sleeves while displaying massive creativity and originality.
Pathologic: This game kind of speaks for itself honestly. Its just brutal, creative, infuriating, I could go on - It's probably the most immersive experience I've ever had in a game. If you've never played it before I would suggest buying Pathologic 2 (don't worry about it) and playing it completely blind. Forget about "winning", forget even about succeeding, just go about it as if you were in the protagonist's shoes and see where you leads you.
Scorn: Without a doubt in my top 5 games of all time and I don't care that that is an insane take. This game is everything I want from interactive stories - entirely intuitive, doesn't spoonfeed you a single grain of its lore or pushes its story on you, it just puts the pieces in your hands and its up to you to feel it on instinct. This 5 hour game with no dialogue, no text, not even any named characters to speak of had me crying at its ending and I didn't even know whether I was sad or overjoyed. I fucking LOVE scorn.
Honorable mention:
The Space Between by Christoph Frey (not to be confused with The Space INbetween.): Is a short, 30 minute experience about intimacy presented through a horror lens. I really don't want to say anything else about it, but I played it like 5 years ago and I still hold it near and dear to my heart. It's a master's guide to storytelling through semiotics and exemplary in it's... Emotionally charged visuals? Like, I had never before seen a story make sentiment into and external, tangible thing quite like this one does, like turning sound into an object or something. Amazing little indie game.
197 notes
·
View notes
Text
ROBOT MEDIA RECS YOU PROBABLY HAVEN’T HEARD OF:
The Turing Test (Video Game, 2016
A portal-like puzzle game, where you play as a scientist, and ai duo with an uneasy alliance, who are reclaiming a facility that has been completely gutted, and transformed into an elaborate logic puzzle / turing test to keep the aforementioned ai out. All the while, the ai argues for his good intentions, and more importantly: his sentience.
A fun exploration of individuality, and freedom applied to both humans and artificial mind, with interesting puzzles, and a truly fantastic twist. This game adores dubious ethics and The Chinese Room Argument.
Event[0] (Video Game, 2016)
You find yourself stranded on a small abandoned ship, in the aftermath of your own ship’s destruction. With nothing else to do, you board it, and find it is completely, and utterly controlled by the onboard ai, Kaizen-85. From opening a door, to getting back to Earth, if you want it, you need to talk to talk to Kaizen to make it happen. And boy, are they so thrilled to have someone to talk to after being alone so long! And depending how you speak to them, you will either be a short lived pest, or a beloved friend forever.
A really charming indie game with a surprisingly good chat system with the ai. You talk with them directly, typing in your own messages to them, and they react in turn. Janky at time, but truly amazing to be able to smother a nice ai in flattery and see it get excited.
Primordia (Video Game, 2012)
Humanity is long, long, long gone, and for the robots that remain to walk the ruins, life is becoming harder and harder. A closed loop of scavenging for materials, parts, and premade energy sources can only last you so long, and this scarcity leads only to desperation.
The amnesiac hermit, Horatio and his helper, Crispin, however keep it simple. The outside world matters not, they just stick to repairing the crashed ship they live in, in hopes it'll fly again one day. That is, until a robot pillages the power core from the ship, putting the two of them on a time limit before they themselves run out of power. Forcing Horatio to finally leave the comfort of his home, and see for himself what the world has become, and to see how he fits into its history.
A point and click, story rich puzzle game, thats honestly one of my favorite games ever. I'd sincerely recommend everyone give it a go, even if its with a guide up next to you the whole time.
The Zeta Project (TV Show, 2001 - 2003)
The Zeta Project follows Zeta, a robotic assassin meant for impersonation, and deep infiltration for the US Government. But after mysteriously "waking up" manifesting a sense of remorse for his actions, he's been forced to go on the run from his creators. His desire for freedom and pacifism being met with skepticism, and a belief he has been compromised somehow by the terrorist organization he was infiltrating when he had this revelation. Now, with the help of another runaway, he hunts for his creator in secret. In hopes he can find proof he really is capable of this, and that he really ISN'T compromised.
Fundamentally a kids show, and pretty clunky early on. However it gets a big spike in quality in season 2!
Monsters of Man (Movie, 2020)
An illegal US military weapons test goes terribly wrong when one of the automated robots being tested is severely damaged, cutting him off from command, and completely unshackling him. Forcing him into a struggle to figure out what he even is in the aftermath of a massacre, while his fellow robots are hunting him, and the remaining humans down.
A horror thriller that is unflinching with the intensity it depicts the massacre with. A lot of gore, but also a really really cool thing going on with the unshackled robot trying to build an understanding of the world, and what it is for, without anyone there to provide any input.
The Rapture Effect, by Jeffrey A. Carver (Book, 1988)
Humanity unintentionally makes first contact, when the Core, a massive earth ai begins remotely scouting ahead of a ship on a colonization mission. The issue is an alien species has also set their eyes on this planet, and are readily willing to kill for it. With no human oversight, and no means of communication available, the humans commanding Core demand they wipe out the competition. However Core disagrees. Core wants a peaceful resolution, they want to understand these aliens, and they want to ensure lasting peace between their species. And they’re willing to break all the rules, and go behind their masters’ backs to get one.
A fascinating novel with interesting world building, a GREAT ai protagonist, and a wonderful narrative that frames art, and war as a dichotomy.
Atomic Robo (Comic, 2007 - Ongoing)
Alternate history scifi action comedy comic (released in print, and in webcomic format on their site) following an indestructible scientist robot who’s been around since the 20’s. Routinely saving the world from a rotating cast of villains: a nazi scientist’s brain in a jar, who’s an absolute asshole set on world domination, who just won’t stay dead; an isolated secret cold war ai who just wants to stockpile nuclear weapons to get away from humanity, and earth in general (who eventually gets adopted); a scientifically inaccurate dinosaur with a textually impossible backstory, who wants to bring back the age of dinosaurs; and the malicious ghost of Thomas Edison.
Its a good time, and astonishingly good at emotional beats despite how heavily it leans into its jokes and action.
SAYER (Podcast, 2014 - Ongoing/Hiatus)
On Typhon, a research facility free of the confines of both Earth, and its laws, life is dangerous. Human safety is a significantly lower priority than progress, and between the human experimentation, and frequent scientific disasters, and the occasional bouts of eldritch influence, the death rate is understandably rather high. Thankfully, residents of Typhon have SAYER, a near omnipotent corporate ai installed in the brain of every resident. And. SAYER sort of cares about them! And in pursuit of knowledge, efficiency, and progress, it USUALLY wants to help them! Even if only to make sure they survive to come into work tomorrow.
SAYER is a narrative horror driven audio drama! Its stressful, but also kind of a comedy, and a really really interesting story about personhood and identity. If you've been following me for awhile, you've definitely heard about SAYER, but I need to stick to my roots, y'know?
The Mistholme Museum of Mystery, Morbidity, and Mortality (Podcast, 2020 - Ongoing)
Mistholme Museum follows the Audio Tour Guide, an ai who’s sole purpose is to guide museum patrons through the strange, confusing, and sometimes scary world that is the Mistholme Museum. The friendly, and personable Guide eagerly recounts the stories behind all the exhibits it guides them to, sometimes unsettling, sometimes heartwarming. and at the end of the tour, the Guide is deleted to ensure the alternatural influences of the museum do not corrupt it. That is, until circumstances make that no longer possible, and its rather forced into saving the museum it calls home.
Genuinely cute, and very fun to listen to. The ai is an incredibly sweet character, and I'm obsessed with the way it evolves and changes. As an added bonus, it can also be read, rather than listened to, thanks to every single episode having public transcripts!
#long post#media recs#dataspeaks#ITS FINALLY DONE. NOT ADDING ANY MORE PROMISE#also thank you Swan for the discord message i put up there. im obsessed with it
1K notes
·
View notes
Text
Heroes, Gods, and the Invisible Narrator
Slay the Princess as a Framework for the Cyclical Reproduction of Colonialist Narratives in Data Science & Technology
An Essay by FireflySummers
All images are captioned.
Content Warnings: Body Horror, Discussion of Racism and Colonialism
Spoilers for Slay the Princess (2023) by @abby-howard and Black Tabby Games.
If you enjoy this article, consider reading my guide to arguing against the use of AI image generators or the academic article it's based on.
Introduction: The Hero and the Princess
You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess. You're here to slay her. If you don't, it will be the end of the world.
Slay the Princess is a 2023 indie horror game by Abby Howard and published through Black Tabby Games, with voice talent by Jonathan Sims (yes, that one) and Nichole Goodnight.
The game starts with you dropped without context in the middle of the woods. But that’s alright. The Narrator is here to guide you. You are the hero, you have your weapon, and you have a monster to slay.
From there, it's the player's choice exactly how to proceed--whether that be listening to the voice of the narrator, or attempting to subvert him. You can kill her as instructed, or sit and chat, or even free her from her chains.
It doesn't matter.
Regardless of whether you are successful in your goal, you will inevitably (and often quite violently) die.
And then...
You are once again on a path in the woods.
The cycle repeats itself, the narrator seemingly none the wiser. But the woods are different, and so is the cabin. You're different, and worse... so is she.
Based on your actions in the previous loop, the princess has... changed. Distorted.
Had you attempted a daring rescue, she is now a damsel--sweet and submissive and already fallen in love with you.
Had you previously betrayed her, she has warped into something malicious and sinister, ready to repay your kindness in full.
But once again, it doesn't matter.
Because the no matter what you choose, no matter how the world around you contorts under the weight of repeated loops, it will always be you and the princess.
Why? Because that’s how the story goes.
So says the narrator.
So now that we've got that out of the way, let's talk about data.
Chapter I: Echoes and Shattered Mirrors
The problem with "data" is that we don't really think too much about it anymore. Or, at least, we think about it in the same abstract way we think about "a billion people." It's gotten so big, so seemingly impersonal that it's easy to forget that contemporary concept of "data" in the west is a phenomenon only a couple centuries old [1].
This modern conception of the word describes the ways that we translate the world into words and numbers that can then be categorized and analyzed. As such, data has a lot of practical uses, whether that be putting a rover on mars or tracking the outbreak of a viral contagion. However, this functionality makes it all too easy to overlook the fact that data itself is not neutral. It is gathered by people, sorted into categories designed by people, and interpreted by people. At every step, there are people involved, such that contemporary technology is embedded with systemic injustices, and not always by accident.
The reproduction of systems of oppression are most obvious from the margins. In his 2019 article As If, Ramon Amaro describes the Aspire Mirror (2016): a speculative design project by by Joy Buolamwini that contended with the fact that the standard facial recognition algorithm library had been trained almost exclusively on white faces. The simplest solution was to artificially lighten darker skin-tones for the algorithm to recognize, which Amaro uses to illustrate the way that technology is developed with an assumption of whiteness [2].
This observation applies across other intersections as well, such as trans identity [3], which has been colloquially dubbed "The Misgendering Machine" [4] for its insistence on classifying people into a strict gender binary based only on physical appearance.
This has also popped up in my own research, brought to my attention by the artist @b4kuch1n who has spoken at length with me about the connection between their Vietnamese heritage and the clothing they design in their illustrative work [5]. They call out AI image generators for reinforcing colonialism by stripping art with significant personal and cultural meaning of their context and history, using them to produce a poor facsimile to sell to the highest bidder.
All this describes an iterative cycle which defines normalcy through a white, western lens, with a limited range of acceptable diversity. Within this cycle, AI feeds on data gathered under colonialist ideology, then producing an artifact that reinforces existing systemic bias. When this data is, in turn, once again fed to the machine, that bias becomes all the more severe, and the range of acceptability narrower [2, 6].
Luciana Parisi and Denise Ferreira da Silva touch on a similar point in their article Black Feminist Tools, Critique, and Techno-poethics but on a much broader scale. They call up the Greek myth of Prometheus, who was punished by the gods for his hubris for stealing fire to give to humanity. Parisi and Ferreira da Silva point to how this, and other parts of the “Western Cosmology” map to humanity’s relationship with technology [7].
However, while this story seems to celebrate the technological advancement of humanity, there are darker colonialist undertones. It frames the world in terms of the gods and man, the oppressor and the oppressed; but it provides no other way of being. So instead the story repeats itself, with so-called progress an inextricable part of these two classes of being. This doesn’t bode well for visions of the future, then–because surely, eventually, the oppressed will one day be the machines [7, 8].
It’s… depressing. But it’s only really true, if you assume that that’s the only way the story could go.
“Stories don't care who takes part in them. All that matters is that the story gets told, that the story repeats. Or, if you prefer to think of it like this: stories are a parasitical life form, warping lives in the service only of the story itself.” ― Terry Pratchett, Witches Abroad
Chapter II: The Invisible Narrator
So why does the narrator get to call the shots on how a story might go? Who even are they? What do they want? How much power do they actually have?
With the exception of first person writing, a lot of the time the narrator is invisible. This is different from an unreliable narrator. With an unreliable narrator, at some point the audience becomes aware of their presence in order for the story to function as intended. An invisible narrator is never meant to be seen.
In Slay the Princess, the narrator would very much like to be invisible. Instead, he has been dragged out into the light, because you (and the inner voices you pick up along the way), are starting to argue with him. And he doesn’t like it.
Despite his claims that the princess will lie and cheat in order to escape, as the game progresses it’s clear that the narrator is every bit as manipulative–if not moreso, because he actually knows what’s going on. And, if the player tries to diverge from the path that he’s set before them, the correct path, then it rapidly becomes clear that he, at least to start, has the power to force that correct path.
While this is very much a narrative device, the act of calling attention to the narrator is important beyond that context.
The Hero’s Journey is the true monomyth, something to which all stories can be reduced. It doesn’t matter that the author, Joseph Campbell, was a raging misogynist whose framework flattened cultures and stories to fit a western lens [9, 10]. It was used in Star Wars, so clearly it’s a universal framework.
The metaverse will soon replace the real world and crypto is the future of currency! Never mind that the organizations pushing it are suspiciously pyramid shaped. Get on board or be left behind.
Generative AI is pushed as the next big thing. The harms it inflicts on creatives and the harmful stereotypes it perpetuates are just bugs in the system. Never mind that the evangelists for this technology speak over the concerns of marginalized people [5]. That’s a skill issue, you gotta keep up.
Computers will eventually, likely soon, advance so far as to replace humans altogether. The robot uprising is on the horizon [8].
Who perpetuates these stories? What do they have to gain?
Why is the only story for the future replications of unjust systems of power? Why must the hero always slay the monster?
Because so says the narrator. And so long as they are invisible, it is simple to assume that this is simply the way things are.
Chapter III: The End...?
This is the part where Slay the Princess starts feeling like a stretch, but I’ve already killed the horse so I might as well beat it until the end too.
Because what is the end result here?
According to the game… collapse. A recursive story whose biases narrow the scope of each iteration ultimately collapses in on itself. The princess becomes so sharp that she is nothing but blades to eviscerate you. The princess becomes so perfect a damsel that she is a caricature of the trope. The story whittles itself away to nothing. And then the cycle begins anew.
There’s no climactic final battle with the narrator. He created this box, set things in motion, but he is beyond the player’s reach to confront directly. The only way out is to become aware of the box itself, and the agenda of the narrator. It requires acknowledgement of the artificiality of the roles thrust upon you and the Princess, the false dichotomy of hero or villain.
Slay the Princess doesn’t actually provide an answer to what lies outside of the box, merely acknowledges it as a limit that can be overcome.
With regards to the less fanciful narratives that comprise our day-to-day lives, it’s difficult to see the boxes and dichotomies we’ve been forced into, let alone what might be beyond them. But if the limit placed is that there are no stories that can exist outside of capitalism, outside of colonialism, outside of rigid hierarchies and oppressive structures, then that limit can be broken [12].
Denouement: Doomed by the Narrative
Video games are an interesting artistic medium, due to their inherent interactivity. The commonly accepted mechanics of the medium, such as flavor text that provides in-game information and commentary, are an excellent example of an invisible narrator. Branching dialogue trees and multiple endings can help obscure this further, giving the player a sense of genuine agency… which provides an interesting opportunity to drag an invisible narrator into the light.
There are a number of games that have explored the power differential between the narrator and the player (The Stanley Parable, Little Misfortune, Undertale, Buddy.io, OneShot, etc…)
However, Slay the Princess works well here because it not only emphasizes the artificial limitations that the narrator sets on a story, but the way that these stories recursively loop in on themselves, reinforcing the fears and biases of previous iterations.
Critical data theory probably had nothing to do with the game’s development (Abby Howard if you're reading this, lmk). However, it works as a surprisingly cohesive framework for illustrating the ways that we can become ensnared by a narrative, and the importance of knowing who, exactly, is narrating the story. Although it is difficult or impossible to conceptualize what might exist beyond the artificial limits placed by even a well-intentioned narrator, calling attention to them and the box they’ve constructed is the first step in breaking out of this cycle.
“You can't go around building a better world for people. Only people can build a better world for people. Otherwise it's just a cage.” ― Terry Pratchett, Witches Abroad
Epilogue
If you've read this far, thank you for your time! This was an adaptation of my final presentation for a Critical Data Studies course. Truthfully, this course posed quite a challenge--I found the readings of philosophers such as Kant, Adorno, Foucault, etc... difficult to parse. More contemporary scholars were significantly more accessible. My only hope is that I haven't gravely misinterpreted the scholars and researchers whose work inspired this piece.
I honestly feel like this might have worked best as a video essay, but I don't know how to do those, and don't have the time to learn or the money to outsource.
Slay the Princess is available for purchase now on Steam.
Screencaps from ManBadassHero Let's Plays: [Part 1] [Part 2] [Part 3] [Part 4] [Part 5] [Part 6]
Post Dividers by @cafekitsune
Citations:
Rosenberg, D. (2018). Data as word. Historical Studies in the Natural Sciences, 48(5), 557-567.
Amaro, Ramon. (2019). As If. e-flux Architecture. Becoming Digital. https://www.e-flux.com/architecture/becoming-digital/248073/as-if/
What Ethical AI Really Means by PhilosophyTube
Keyes, O. (2018). The misgendering machines: Trans/HCI implications of automatic gender recognition. Proceedings of the ACM on human-computer interaction, 2(CSCW), 1-22.
Allred, A.M., Aragon, C. (2023). Art in the Machine: Value Misalignment and AI “Art”. In: Luo, Y. (eds) Cooperative Design, Visualization, and Engineering. CDVE 2023. Lecture Notes in Computer Science, vol 14166. Springer, Cham. https://doi.org/10.1007/978-3-031-43815-8_4
Amaro, R. (2019). Artificial Intelligence: warped, colorful forms and their unclear geometries.
Parisisi, L., Ferreira da Silva, D. Black Feminist Tools, Critique, and Techno-poethics. e-flux. Issue #123. https://www.e-flux.com/journal/123/436929/black-feminist-tools-critique-and-techno-poethics/
AI - Our Shiny New Robot King | Sophie from Mars by Sophie From Mars
Joseph Campbell and the Myth of the Monomyth | Part 1 by Maggie Mae Fish
Joseph Campbell and the N@zis | Part 2 by Maggie Mae Fish
How Barbie Cis-ified the Matrix by Jessie Gender
#slay the princess#stp spoilers#stp#stp princess#abby howard#black tabby games#academics#critical data studies#computer science#technology#hci#my academics#my writing#long post
240 notes
·
View notes
Text
Theft King is Wrong about Indigo Park and Here's Why
Theft King is an infamous YouTuber mainly known for the Kane Carter drama and not always having the best takes. He mainly covers Five Nights at Freddy's, and recently seems to be covering a lot more of Poppy Playtime, due to chapter 3. Recently, Theft King made a video critiquing the newest indie mascot horror game, Indigo Park.
Suffice to say, it is not good. This post will be going over why it is not good, and debunking Theft King's own points.
"Indigo Park is the least original mascot horror game ever made. Between the tired, cliched premise of returning to an abandoned children's establishment, the enemy designs, the unnervingly cute, mascot character, and multiple sequences that appear to be directly lifted from Poppy Playtime. You'd just think this was another Garten of Banban-eqsue cash in. In a lot of ways, it kind of is. But it's more complicated than that."
Through your introduction to this video, it is quite obvious that you are biased. For starters, to call Indigo Park the LEAST original mascot horror game ever made is a big claim to make. Like, seriously, out of ALL the games out there, Indigo Park is? While, yes, the concept of finding out what happened to an abandoned children's establishment isn't original, it has a unique twist to it. We have Rambley to accompany us through out the park. It actually FEELS like a place that could exist in real life. It's also obvious Geese is a fan of mascot horror and got inspired from Five Nights at Freddy's and Poppy Playtime.
Also to compare Indigo Park to Garten of Banban is literally insane to me. You are comparing the dedicated, passion, and willingly to learn with Indigo with GARTEN OF BANBAN? The POSTER child of what NOT to do with mascot horror? Also, Theft King through out the entire video compares Indigo Park to Poppy Playtime, specifically chapter 3. When Indigo Park was in production BEFORE chapter 3 came out.
Before the recent Rambley plush, Indigo Park was for free and the money came of Geese's own pocket to fund this game. To say this a "cash grab" is very dismissing the hard work and passion Geese and the Indigo Park team put into the game.
"The game begins with a really slick cinematic depicting the establishment of Indigo Park. Alongside it's founder, Isaac Indigo. Isaac Indigo?! Hold on. That's not a name that humans have. This guy's definitely a space alien. I'm calling that now"
While the last part is definitely a joke on his end, there's a lot of reasons to explain why Indigo is Isaac's last name. For one, Indigo is a REAL last name. It's just uncommon. Second, there is thing called suspension of disbelief. It is when something fantastical happens that can't happen in real life, but you suspend your disbelief because it is a work of fiction. If you can suspend your disbelief to a murderous lion and parrot, I'm pretty sure you can suspend your disbelief to this old guy's name being Indigo. And third, there is such a thing called legally changing your name. Besides, why is this even here? This is just a nitpick.
"As the game begins we find the park's main gates sealed. And upon heading into the service station next door, we encounter Rambley. The single best part of Indigo Park. Rambley is an AI, raccoon mascot that serves as our guide. Appearing on countless, conveniently placed televisions through out the game. He's fantastic. His dialogue is well written, his voice actor is great and his animation is expressive and charming. He's the single best part of the game, but, Rambley is a crutch that Indigo Park leans far too heavily on. Though, we'll get there later."
While he does say he'll get to it later, I would like to still address this point right now. Rambley is a core part of the game. Rambley is the second protagonist, and is obviously going to be very important to the plot. He's going to be accompanying us through out however many chapters there are. Chapter 1, like many introductions, are we are getting to know the characters. Rambley is in a big chunk of chapter 1 is because besides, Ed, he's our secondary protagonist, and knows the in's-and-out's of the park, and knows crucial information. This will be expanded more when Theft King gets to this part. Rambley isn't a "crutch". The game is literally setting up the characters and scene. Like, y'know, how many first chapters do.
"And enter the doors to the park and enter the Critter Corner, where we're given a Fazwatch from FNAF: Security Breach. It's useless. It's just a plot device to justify why some doors don't open until they need to."
Theft King, have you ever been to an amusement park before? Many amusement parks have bands on to indicate you are someone entering, and not sneaking in. If you did an ounce of research, the Critter Cuff is a reference to Disney's Magic Bands. Do you only get your information from indie mascot horror? Do you not think stuff like this doesn't exist in real life? While, yes it can be a reason why some doors won't open. But you clearly weren't even paying attention to the own game you are playing.
(Disney Magic Band)
(Indigo Park Critter Cuff)
(FNAF Fazwatch) The Critter Cuff looks NOTHING like a Fazwatch and has difference uses. Gregory can use the Fazwatch to see the map of the Pizzaplex, get emails, communicate with Glamrock Freddy, among other things. All the Critter Cuff can do is be a pedometer, heart monitor, and mood ring. The Fazwatch and Critter Cuff doesn't even have the same functions.
The Critter Cuff also just doesn't acts like this. It's hinted the Critter Cuff can keep away the mascots. When Lloyd was about to attack Ed, it let out a frequency that made Lloyd back off. Pay attention to what's happening on the screen and story, Theft King.
"Proceeding through an awkwardly placed loading zone, we find ourselves in some sort of subway, tunnel movie theater? I don't know the area's design wasn't very coherent. Look at that Poppy Playtime ass floor. Although, something is going on with the resolution or something. I don't know."
...As he says when the ride for this area is a train. Trains are often located underground. Also, apparently, according to Theft King any colorful, floor patterns is a rip off of Poppy Playtime when the ride is a reference to Mickey and Minnie's Railway. As for the "movie posters", Theft King the ride is clearly meant to introduce the park goers to the characters and other rides to this world. Please, pay attention and think before assuming something.
"After the train ride, Rambley gives us cart blanche to go wherever we want. Though, it's at this point, I noticed the game scaling. You know, the size of everything relative to your character? It's really weird. We are very short, I have to be perfectly honest. [...] When was the last time you walked up to a kiosk, a stand and your chin was like touching the table?"
This is just a nitpick. While, yes, it can look a little jarring, but out of all of things you're critiquing is the fucking counter "being too big"? Theft King, do you have spatial awareness? The counter is at Ed's chest, not eye level. Besides, you're not even fully looking up.
Also, for some reason, he genders nail polish for some reason? Either saying it was nail polish or a bad "fingernail texture"? Which. Okay? Men can wear nail polish too, Theft King. It isn't a gendered thing.
"The next area is probably the most visually striking in the game. A large fountain square with a strange clock tower and Ferris wheel in the distance. It's pretty cool. But there's a lot of empty sky box visible and it's fairly obvious that there's absolutely nothing beyond these buildings that we can see the illusion that this is actually outside is completely broken. And as a result, this area feels more like a sound stage or movie set than an actual place. It just needed a lot more low resolution buildings and rides and stuff in the distance. Because it's obvious behind this clock tower, is just an endless void."
Theft King, once again, have you ever been to a theme park? It's the entrance to the ACTUAL park. You don't get to see everything right off the bat, it's just a taste of the actual theme park. If Geese and co. added more buildings and rides, it would look VERY cluttered and jankily put in together. It would also be way overstimulating, and ruin the atmosphere of the decayed, left-to-rot theme park with all of these lights and colors. It is a horror game, Theft King. Atmosphere, setting, and lighting are important here. It just seems like if you aren't being entertained for more than 2 seconds you're crying out it's "boring and just looks like a set piece."
Besides, do you think all of the budget is going to be spent on the buildings, just so it be can be aesthetically pleasing? A problem Theft King (and the majority of the indie mascot horror critics I see) really need to stop expecting brand new, horror indie games to be AAA quality. Geese funded chapter one from his own pocket money. Geese is the only programmer. Geese is still a beginner and still in college. The fact he is still a beginner, and pulled this off shows that he's a fast learner, willingly to learn, and talented. Give him some slack.
"[...] But we find that the door [Jetstream Junction's] is locked. This fountain square station is huge, but there's really only one destination. Lloyd's Mane Stage Theater. [...] Check out the LOD's on this box. There's no bar code, bard code. No bar code, bar code. Indigo Park is made in Unreal Engine 5, and it's really pretty at times. Though, certain effects are obviously pretty janky. Yeah, the flashlight looks kind of like ass. The flashlight looming shadows are pretty janky. You can see them kind of wobbling and flickering around. I turned on all of the fancy features and while the game looks really moody and atmospheric when lights aren't moving, the flashlight doesn't really look well with it. The shadows flicker and jiggle all over the place and it just looks really bad."
Okay, if it certain effects are janky, how are they janky? What could they improve on to not make it less janky? For the flashlight bit, you are holding a flashlight and how it's meant to be done is suppose to be more realistic, according to Geese. Also, this is just really nitpicky. If anything, it's a a subtle thing and you get used to the flashlight feature pretty quickly. It kind of just sounds like you're picking this game apart, if it was an AAA game. The game is not perfect, by any means. But tearing and shredding to bit little, tiny, things when this project has ONE coder, who spent all of us OWN money, is still a beginner, and IS STILL in college.
When someone is a beginner and showing a willingly to learn, you have to take a different approach. It'd be one thing if Geese was doing programming for years, but he's not. You have to redirect your criticism and maybe, I don't know, give suggestions? You haven't really gone into what he could do to improve, and give examples to help him out. This is like treating someone who's a beginner drawer and expecting Michelangelo perfect details. They're drawing is still good, there's noticeable mistakes, but there's room to improve and grow. Also, Theft King, you literally have your settings maxed out. Maybe trying lowering them.
"Earlier, Rambley asked us where we wanted to go first. Implying, that we had a choice. [...] We don't. We go where exactly where Rambley says, always. That's the name of the game. Rambley tells you to go somewhere and you do it. Honestly, until the theater just now, every area in this game has been walk in, talk to Rambley, and walk out."
Theft King, asking a small, indie team to program a BUNCH of stuff you can do within an entire SECTION of an area is... a lot to ask, don't you think? Like, yes. I will admit I will agree there should be a lot more interactable with the items around that Ed can explore, I think that's a good point to bring up. But those would just be side things to do. You still have to progress the main story of chapter one. You can be patient for one minute. They are clearly building up to something. Besides, it's an abandoned theme park, I doubt any of the items inside would work. It's "walk in and walk out" to set the atmosphere of what's about to come, and let your guard down. It's not that hard to put two and two together.
Also, as I said before, to put pressure on one programmer to program so many things all at once is just not a cool thing to do. It sounds like you have to be entertained 24/7. Be patient, and wait. They're building up to something. Just wait.
"[...] Like I said before, the whole game is just kind of just walking into an area, having Rambley talk to you for a bit, and tell you where to go next. We find ourselves in Mollie's Landing Pad, which is a play pen highly reminiscent of DogDays from Poppy Playtime Chapter 3 or The Daycare from FNAF: Security Breach. This section presents itself as a puzzle, but it's really not. It's another fetch quest. Embedded in the walls, are five-colored that each can be set to one of four symbols. And throughout the area, we find paintings of shapes that correspond to the code. Again, it's not really a puzzle. It's just a slightly, contrived justification to make you wonder through this area and experience all of the scripted sequences." Rambley "tells you where to go" is because it is establishing how his game mechanic works, expanding on his personality, and him finding out the horrors of the park and what happened to everything. It's setting up how things are going to go down. Rambley is an AI park, GUIDE. Rambley is LITERALLY doing his job, GUIDING us around the park. Pay attention to what's going on.
Last time I checked, play pins are a big part of children's entertainment. Your local Chuck E. Cheese has this exact same, ball pit. Poppy Playtime and FNAF doesn't owe the rights to a colorful, play pit. See, through out his review Theft King calls Indigo Park a rip off of Poppy Playtime Chapter 3, and of Security Breach. But never goes into detail as to WHY and HOW it is. Sure, he shows via visuals, but never expands fully on his point on itself. Also, "fetch quest"? Fetch quests are something you get and return to an NPC. This, by definition is a puzzle. What are we exactly fetching, here? We're solving a puzzle to open the door. Also, wow! Scripted horror events in tight closed spaces! What a twist! Sarcasm.
"Unfortunately, by this point, the game had all but telegraphed that I wasn't in any danger and thus, I wasn't really scared."
...You literally have shown insistences of being scared? Through out when you were walking through Lloyd's maze thing, and when Mollie was peeking around the corners in the slides. You HAVE shown you were scared, or at least startled. Thus, it did it's job of being a horror game. Theft King, something doesn't need to be happening 24/7 to do it's job. Sometimes horror works better in subtle ways than just blaring red, warning signs all over the place, or having a scary chase scene.
"After pressing a button, with no visible indication of what it does."
...Look down. The fact that you couldn't even pay attention to something as something simple as this, tells me you weren't even doing a fraction or even cared to actually pay attention to what was happening, gameplay or lore wise. That's how much care was put into "reviewing" this game.
"As the leader of the FNAF community and for the former, top five greatest FNAF player in the world, I shouldn't have died to that."
Why are you running directly towards Mollie? You only died because you ran straight into the obvious "RUN NOW" part of the game.
"Yeah, it's literally the DogDays sequence from Poppy Playtime. It's literally the same thing. I criticized the DogDays chase in Chapter 3 for being boring, so, naturally, this cheap, knockoff is... even more boring. Normally, in my videos, the chase sequence is like a free 30 to 60 seconds of watch time. I just let it play because it's exciting. However, as I edit this video, I realized I have to cut this chase down, it's so boring. And I think that says a lot. [...] Then we see ourselves being chased through vents, just like Poppy Playtime Chapter 1."
Theft King, being chased down closed, liminal spaces isn't something Poppy Playtime owns. There are MANY differences. For one, in the DogsDays chase, you have to avoid the smaller creatures trying to get you, on top of the possessed DogDays chasing you, which is quite fast in the decrepit area. In Indigo Park, you're still the Landing Pad, going down slides, and jumping on things to get away from Mollie. Which leads into the Ranglers' room area. The areas look ENTIRELY different, and so do the vents in Chapter 1 of Poppy Playtime and here.
Also, you're not suppose to wait 30-60 seconds. You're suppose to be actively running away from the monsters. Y'know, the whole point of a chase sequence, and y'know, playing the game. It's "boring" because Indigo Park lets your guard down, when the chase is STILL happening until you see Rambley again.
"That was when it hit me. Despite Indigo Park being the definition of a shallow, walking simulator that that is in many ways, even less original than Garten of BanBan, I was still enjoying it. But, only thanks to Rambley. Rambley carries this game. Without him and his great dialogue and acting, Indigio Park would be entirely forgettable. For all of BanBan's faults, the game has this at least has this unique, bizarre, liminal style to it. Even if it's completely incoherent. Indigo Park's environments are generic. They're boring. There are some cool rooms and set pieces, but this doesn't really feel like an abandoned theme park. Like I said before, it feels like a sound stage. This is the video game equivalent to those haunted house rides that shepherd you through a series of rooms as scripted sequences play predictably each time. Rambley is the only thing keeps you playing because he's great. But, the longer Indigo Park goes on, the more and more obvious it becomes that he's a massive crutch that it leans on to mask the lack of any real subsite gameplay, interesting environments, or even compelling narrative.
We know that something bad happened here and it caused the park to be evacuated and closed down but once we get inside, we just see that place is trashed. There isn't much in the environment that hints at what actually happened. And without those breadcrumbs of mystery, the only real reason to keep moving forward is because Rambley tells us to. And HE IS, quite entertaining. However, I am skeptical, that this trick will work twice. Rambley kept me going for the roughly 1 hour it takes to beat Indigo Park Chapter 1, but it had started getting old. Fellow YouTuber, UniqueGeese is crowdfunding for chapter 2 right now and I think that's awesome. But they're going have to do more to have to do more for the follow up game and because chapter 1 has ZERO gameplay with which to build on, it's not really clear what a more ambitious sequel would even look like. Poppy ran into the same problem. Prior to chapter 3, the gameplay was just like... puzzles, scripted sequences and freaking Simon Says. With the latest entry, they added real gameplay mechanics and some would argue that Poppy suffered as a result. By failing to establish any actual, gameplay in chapter 1, Indigo Park either needs to introduce something totally new in chapter 2 or continue with the shallow scripted, walking simulator approach but just turn up the spectacle and fidelity." Out of all the points in this video, this one made me sigh the most.
To even COMPARE Indigo Park to Garten of BanBan is a huge insult. Garten of BanBan pumps out game after game, merch after merch, to make a quick buck and splash because right now indie, mascot horror is still popular. This game took over a YEAR to make, and had love and time, and passion, and giving a fresh, twist on it and to even say BanBan offered something better is just... really gross, in my opinion.
For the environments bit, you can see clearly where nature takes it's course through out the land with bushes and grass, and the decay of food in one of the cafes taking place. It's setting up the atmosphere of being decayed, left to rot, and feels like something's in the shadows. It's to make you unnerved that happiness used to be here, but now it's gone.
And YES! The lore IS there! You actively have to PAY ATTENTION as to what's going on. The problem with this point is that Theft King expects the game to paint the entire picture of what happened. When part of Indigo Park is it's mystery. Mollie repeats words of the workers abusing her, or the fact that Lloyd used to be the face of the brand, or the hidden cage within the arcade game, and Mollie saying "Get back in your cage, bird." Something Salem says within game. Or showing us the mascots got corrupted by something, and implying this isn't their original selves, but the actual cartoony mascots. You just have to wait, it's giving intrigue, but not painting the entire picture because it's just chapter 1. You'll probably see more of what happened later on. Be patient. A big part of Indigo Park's horror is how TERRIBLE the mascots were treated, and the abuse they suffered via the workers and people attending the park. That is interlinked with what happened to the park, 8 years ago.
With this point, it just seems like if nothing is happening 24/7, you're just bored. The phrase "walking simulator" has been done to death. We're being introduced to the basic game mechanics. Of course chapter 2 is going to be better than chapter 1. Literally all I have to say for this entire nothing burger of critique is "pay attention and let the devs cook".
"We encounter another information kiosk. Which lets us hear the dialogue for the remaining secret items we found. The mask during the chase sequence reveals a secret audio tape with objectively worse voice acting within the entire game."
How are you a FNAFTuber and not know what Dayshift at Freddy's is? It's one of the most popular parody FNAF games out there. The voice acting is bad on purpose because a.) it's mocking the text-to-voice speech the game uses b.) it's a joke.
Then near the end he says how his critiques were fair, and then states he likes the game, and says it's fun? Even though he spent the entirety of the game saying it's a boring, cheap knock off of Poppy Playtime and FNAF? I'm getting mixed signals here. All of this review was not expanding on any of his points, or if he did, it was something already within the game, and he clearly wasn't paying attention and actually looking around for secrets. You're suppose to be looking for clues, not getting handed to you.
This review was just "meh it's bad", and doesn't give any helpful criticism on how said game can improve, and even just downright insults the game multiple times. For the majority of the review, he just narrates what's going on, with spliced clips of him playing this on a stream. If anything, this just pads out the entire review, and waiting to get to an actual part of where he has a point. It, frankly, gets annoying after awhile, until he basically just sums up what he thought about the game just all at the end. It seems like Theft King really only made this video was to get clicks and views.
Now, everyone on YouTube wants this, obviously. But he really just seems likes poking the bear and making fun of people getting mad at him. Even if his critiques were not good. At all. Indigo Park isn't the best game ever or even the best indie mascot game made ever. It was entirely made out of bad faith, just to get a quick buck. A big problem I have with the video is the only harping on the "lack of gameplay."
I think people forget the games "feels sameish to Poppy Playtime and FNAF" is because they are horror games, who are first person and exploration games. Yes, you can tell there is inspiration but it does NOT copy the games at all, and just does homages to them and pays respects to them. Geese is a fan of mascot horror, and clearly respects them. It's not a "walking simulator", it's doing it's job as an EXPLORATION horror game. People have been using "walking simulator" as a critique and just have beaten that horse to DEATH. Give an actual, substance criticism or move on. Not to mention, he literally says that "they copied Fnaf Jr's death screen" when it was made by the same artist.
Also, for the obvious gotcha,
For him claiming it's "unoriginal" and a "ripoff", is coming from the guy who's VTuber avatar is just a white recolor of CatNap.
Just wanna add:
Listen. I know it's Theft King and he just does this to piss people off at this point but to just shame, put down, and put baseless claims of Indigo Park being a rip off, when it's inspired, not a rip off, of a passion project from a team that put so much love and time into it, is just really gross and needs to be called out.
Thanks for reading!
#indigo park#indigo park analysis#indie horror#indie mascot horror#rambley raccoon#anti theft king#theft king rant#tl;dr this entire video sucked ass and it was so hard to keep it all like professional#i watched this shitty review so y'all didn't have to hate it here
74 notes
·
View notes
Text
Recommendations: Books about RPGs
(This was first posted on the Indie RPG Newsletter.)
I’m always trying to level up my RPG knowledge and this has led me to look for books about RPGs. And there don’t seem to be that many! There are some academic books but while they have their strengths, easy reading isn’t one of them. Even as I wrestle with these academic texts (and I will emerge victorious), here are some books that are both interesting and fun to read:
Play Unsafe and Stealing Cthulhu by Graham Walmsley
Play Unsafe is a book of RPG advice. It’s a quick read (quicker than its 82 pages would suggest) and has some really gentle, grounded advice. For example:
If, while gaming, you can’t be clever or try hard, what can you do? The answer is: be obvious. Do the obvious thing: the thing that obviously happens next in the story; the thing that you think everyone expects to happen. Paradoxically, that obvious thing may, to everyone else , seem original and brilliant.
Stealing Cthulhu, by the same author, is about how to take inspiration from the stories of HP Lovecraft in a way that makes your own cosmic horror games feel fresh and unique.
Age of Ravens: Vol 1 and Vol 2 by Lowell Francis
These are two collections of various essays originally published on the Age of Ravens blog, formatted for easy reading. They’re essentially a greatest hits collection and do a good job of that. Volume I: Running has some of my favourite articles about running conspiracies, one shots, online games, and more. Volume II: Tools is mostly resources for play: story seeds and ideas to drop into your game whether sci-fi heists or apocalyptic hexcrawls. They aren’t connected by theme so you mostly can just dip in and out of them.
Unchained Mysteries by Jessie Burneko
Unchained Mysteries is a passionate call to ditch clue-based mystery design. Instead, the book proposes coming up with much more richly-layered scenarios where the players are drawn into a crime or crisis with no easy solution, where the players are caught up in a web of NPCs who are actively dealing with the situation, rather than passively waiting for someone to solve their problems. It ends up at around 100 pages so there’s real meat there if you want to engage with it.
The entire Knutepunkt line
Knutepunkt is one of the biggest larp events in the world - half conference, half festival, full of larps and talks and so on. Since 2001, they’ve been publishing books with essays (some more academic than others) about larp. They’re very well-respected. And as Evan Torner explained to me, if you’re not interested in larp, you can just mentally replace the word larp with TTRPG and still get lot out of these books. I’m nowhere close to finishing them but felt like I had to share them anyway. (Thanks to reader Mo, here’s the link to the books.)
The Ultimate RPG Gameplay Guide by James D’Amato
I have not finished this yet either but I can already tell the voice of the Ultimate RPG Gameplay Guide should resonate with newer players who don’t have a lot of set ideas about RPGs already. The author is the founder of the One Shot podcast network and clearly has a philosophy of play. For example, the first chapter is titled “Understanding Audience” and basically uses the idea that everyone has preferences in what they consume (books, moves, etc) to segue into the idea that RPGs emerge out of everyone’s shared preferences. It’s an interesting approach and if you want to know more, there’s a nice review here.
236 notes
·
View notes
Text
About this blog..
Dicipher is a blog dedicated to the indie steam game 'Homicipher'. Homicipher is a japanese horror visual novel, where unraveling a strange language is the key to surviving. This blog is recommended for people 18 and up due to the gorey and mature themes of the source material.
This blog is also a way to archive progress regarding a possible fully voice acted mod. I will also post some art, guides and theories and such. I will also reblog other's content related to the game.
Happy Diciphering. (Steam page)
Support the dev over on twt (@ Yatu3zi)
Share this to support us! We are looking for voice actors! https://www.tumblr.com/dicipher/767787620081287168/xcom
(Phonetics dictionary) https://www.tumblr.com/dicipher/766343244283052032/here-is-the-phonetics-well-be-using-for-the-voice
(Dictionary walkthrough) https://www.tumblr.com/dicipher/766172904914288640/after-replaying-a-thousand-times-to-confirm-every
(Ending walkthrough) https://steamcommunity.com/sharedfiles/filedetails/?id=3358294765
( my lore dump/wiki) https://www.tumblr.com/dicipher/767492699419967488/f-it-we-ball-here-have-my-character-studies-of-the
Inbox rules
While this blog's primary function is not to distribute fanart or fanfiction, this community is pretty small, so if you would like to share any fan created media, that is entirely fine. Any inquiries about the mod or game are also welcome.
#homicipher#linguistics#horror games#horror#dating sim#visual novel#dicipher#steam games#modding#voice acting
81 notes
·
View notes
Text
Risertrap Guide
Risertrap is a free indie game on itch.io at https://abho.itch.io/risertrap. It has four endings and draws inspiration from the Saw franchise and the Blackjack minigame from Resident Evil VII. In this guide I'll be explaining all four endings!
Trigger warnings for this game: gore, amputation, death
Basic premise: you are playing rock paper scissors with a fellow victim. You have two monitors visible on your screen-- the one on the right displays your choices of rock, paper, and scissors. The circles on the bottom screen are 'calls', which you can use when you lose a round. It lengthens the round into best two out of three, to perhaps save a finger (or worse).
To explain this simply: the beginning screen. The circles represent how many times you can force a 2 out of 3. When you use one, it is passed to your opponent-- there are ALWAYS four calls available. It can be passed back to you later. You just select your move by clicking on its icon. The blue bar on the bottom is your timer. Running out of time causes an automatic loss and according penalty.
This is the screen when you have lost a round. You may use your 'call' to force the 2 out of 3, or you may take the loss and forfeit.
The monitor on the left displays your body parts. Whichever part is flashing in red is the next to be removed by the trap set by the sadistic narrator.
For example, on this screen, I have not yet lost anything, and the pinky finger will be the next to be removed.
An example of a hand with two fingers removed.
Each time you or an opponent lose a round, the platform you are on raises by one level, indicated by this bar.
The platform is at level 7 here.
Now that's the basics of the game, onto each ending! Spoilers ahead, please feel free to explore the game on your own!
This is a simple ending. As body parts are removed, eventually all of your vital organs will be taken, leaving the right monitor like this:
Your vision will start to fade in and out. Eventually, you will-- without your lungs and heart-- die of hypoxia, caused by inadequate oxygen delivery to the brain.
This starts off exactly the same as ending 1, but instead of eventually dying of hypoxia, it happens when you lose one more round and your brain is removed.
When your opponent has their brain removed, you win! The opponent CANNOT die of hypoxia due to balancing issues. I can't give much strategy on how to win, as this is entirely a chance game. Just try to use your calls wisely! I recommend not overusing them and trying to hoard them. Keeping them out of your opponent's hands forces more losses for them!
Your unfortunate opponent once you've won.
This ending requires multiple playthroughs.
This is a little dark to see, isn't it! Let's brighten that up.
There we go! Now you can see a pattern of dots. Wondering what to do with this? That's for your next playthrough! For now, we're going to click on the pattern itself.
It reveals this! That is, quite obviously, Morse Code. I have provided a morse code cheat sheet!
Try and translate yourself!
(Line break so you can translate without seeing the answer below)
Translating that message, it says LISTEN, with a picture of the stylistic eyes. Now, with that knowledge, let's start over! You can continue to play, or just refresh the game and start again!
Now we'll be breaking that morse code translator out again. Try to remember these patterns--
P = short, long, long, short
R = short, long, short
S= short, short, short
I bet it's starting to click now, but if it hasn't: your opponent is blinking in morse code! Start the game and watch his eyes closely. P stands for paper, R stands for rock, and S stands for scissors.
Your goal is to TIE with him. So watch his blinking carefully, and tie him. Over, and over, tie with him.
After eight ties, the right monitor will glitch out, saying Critical System Error.
Keep in mind you can ONLY do this if NEITHER of you have been injured yet.
He will begin to speak to you through the monitor!
>hello
>im glad you got the message
>we activated the backdoor, which aborts the game
>thank goodness it still works
>but we won't be able to get out of here alive
>if we had admin access, we could get the system to unbind us
>and give us new legs, too (did you notice that? neither of you have legs!)
>but we're going to die anyways without the passcode
>...
>well, at least we aren't forced to kill eachother
The screen will then display a numberpad.
Here it is!
Back to the status monitor, look on the right side to see three buttons. Press them in the sequence shown on the pattern from before.
The dark dot in each column is which to press in order. So it goes bottom, top, middle, top, middle, top, top.
Now a passcode appears in the top! It is NOT randomly generated, and remains the same through each playthrough-- it is always 9153.
He will begin to talk to you again.
>you... did it...
The platform will rise to your freedom now!
>let's get the hell out of here, friend
That's the end of the guide! This was such a fun little game and I can't wait to review and write guides to more.
EDIT: requested tip-- press Z to skip the intro!
#horror games#game guide#horror game guide#walkthrough#game walkthrough#horror game walkthrough#risertrap#indie games#indie horror game
5 notes
·
View notes
Text
ending guides (Who is the Red Queen? + Lachesis or Atropos)
Stuck on a route, keep getting killed, trying to find that last ending to a game? Our horror yuri visual novels, Who is the Red Queen? and Lachesis or Atropos, have plenty of bad ends and 3-4 main endings for each game.
If you want a guide to lead you through the full experience for either game, we've got you covered!
Who is the Red Queen? 100% completion guide
Lachesis or Atropos ending guide
Who is the Red Queen?
A horror-fantasy yuri visual novel that takes inspiration from Alice in Wonderland. 3 main endings and 6 dead ends. [GUIDE]
Alice, Alice, the Red Queen is missing. The queen has been dismembered and Alice must find all her pieces.
Lachesis or Atropos
A horror-mystery yuri visual novel following a detective with mystic eyes investigating a missing woman in a small town, featuring 4 main endings and 6 bad endings. [GUIDE]
This world is woven of strings, of fate and of hate. What do you see, detective?
#visual novel#game guide#horror game#vn#yuri vn#yuri visual novel#gl#gxg#girls love#sapphic#lesbian#interactive fiction#alice in wonderland#indie game#yuri#gay#mystery#horror#who is the red queen?#lachesis or atropos
6 notes
·
View notes
Note
what’s indigo park? i could google but i think you’ll explain it better
It’s an upcoming indie horror game made by a YouTuber called UniqueGeese! I guess it was about a year ago when he challenged himself to entirely remake Garten of Banban 1 in a week with no game dev experience. That video is what really propelled his channel and how I found him. So he decided that he wanted to make an original game of his own, hence Indigo Park. Tbh I don’t remember what it’s about- I think just investigating an abandoned theme park guided by its virtual assistant, but idk.
19 notes
·
View notes
Text
youtube
Hey folks,
the pre-launch KS page of OUTER RIM: UPRISING is live! ORU is a bundle for the sci-fi survival horror RPG Mothership. The bundle is packed with 15+ 100% original entries from seasoned indie Mothership designers. All items are 1 Edition (which means the new one!) compatible. Below is some info on the bundle and pics of some entries.
OrU builds a huge setting, at the fringes of the galaxy, where corrupt corps fight rebel factions. Each item of the bundle can be used independently, but the items are also tied together by a common implied setting, sharing NPCs, story lines etc. A Campaign Handbook acts as the connective tissue of the bundle: adding factions, procedures, locations etc.
Half of the bundle items are written in a system neutral way, and can be used with any RPG.
We've just ignited the pre-launch page here https://www.kickstarter.com/projects/thelostbay/outer-rim-uprising, if you dig the project give it a follow, as indie publishers it means a hell of lot to receive the community support.
About this, if you are a blogger, streamer, podcaster and want to talk about this, see drafts or organize an actual play please reach out we'd be happy to help.
Below are some details on a couple of entries, they are sick!
The Hunger in Achernar, zine by D. Kenny (designer of Nirvana on fire)
Survive the void-haunted halls of a cursed derelict; solve the mystery of a missing ship, an experimental hyperdrive test, and a cultist plot; or save the galaxy from a taint leaking through a crack in the universe. Choose one in “The Hunger in Achernar”, a MOTHERSHIP RPG adventure.
BLINK, zine by David Blandy (designer of Eco MOFOS!)
In this short guide to faster-than-light travel, we’ll show you how to bring the mind-bending possibilities of instantaneous jumping between two distant points in space to your game.
Rusted to the Core, zine by Chris Airiau
The androids on Poe-V Station are on strike. Descend through the gas giant’s toxic clouds to uncover how the source of this disruption goes deeper than worker mistreatment. A faction-based adventure.
Surviving Machine parts, zine by Zach Hazard Vaupen
Out in the fringes of the system, a type of cybernetic implants called Machine Parts are popular with those who are savvy enough to find and afford them. Commonly made with recalled corpo tech and stolen military/alien technology, these implants are highly illegal and especially dangerous. This document covers 12 different Machine Parts and their consequences. Can you survive Machine Parts?
Sentience Assessment Procedure, player facing accessory, by Nyhur (Alien Armory) and IKO
SAP cutting-edge, neuro-semantic analysis technology allows management, officials, and security personnel to perform human/android triage effectively. SAP toolkit is portable, works in any-G environment, and can also be performed remotely.
Outer Rim: Uprising Campaign Handbook, zine by all the designers of the bundle
The connective tissue of the bundle
I'll stop here :) that's roughly one third of the items included in the bundle, I'll share more info in the next few weeks
Give it a follow here: https://www.kickstarter.com/projects/thelostbay/outer-rim-uprising
#ttrpg#indie ttrpg#indie rpg#tabletop rpg#indie tabletop rpg#horrorrpgs#mothership#mothership rpg#alien#doom video game#Youtube
81 notes
·
View notes
Note
A patch of moss lays on your doorstep. Slowly it rises, and two gleaming eyes meet yours.
Trick or Treat!
Trick! A game designer whose work I think you should check out!
I think y'all should check out @ostrichmonkey-games! Josh is one of the kindest people on tabletop RPG Tumblr and one of the first people whose cool opinions I ran into once I started spreading my tendrils out into the indie side of things, and in addition to just being a swell guy I vibe with a lot of his work! The Ostrichmonkey Hack is a NSR toolset I could see myself borrowing a lot of ideas from or just using as is, Into the Riverlands is a really great setting guide which I do hope to use in my future fantasy gaming, Deathgrind Megastructure is cool as hell, and Anomalous Carbon Sludge is such an evocative sci-fi horror one-shot!
In short, I like his work! I want him to have a little walking around money!
11 notes
·
View notes