I don't think people typically get a choice on whether they should crunch or not lol Can't really take your time and smell the flowers when somebody in the office says that this and that needs to be done this week or you need money on the table and fast. Anybody who can afford that privilege is happy indeed.
I know it wouldn't make much sense, but an enemy that has a beam of light appear in its view at a far range would be terrifying. Imagine seeing a random light shining down a hallway and thinking its safe or something, going over to it, then hearing something start quickly making its way towards you. (Edit: Everybody in the replies keeps coming up with more good ideas expanding on this one!)
the new limb monsters remind me of forced fusion gem mutants from Steven universe, pretty cool i feel like it'd be fire if at the end of their stump there was a sort of visible parasite? this could also work as its "headshot region " similar to the other monsters
nah I can imagen if you shot the arm the muscle become useless already so no need for headshots. But you made me think up of an interesting idea, for an enemy that would be very sucky to fight against, an multi parasites infested host that upon death scatter bug parsites (maybe 2 or 3) on death that revives lowly enemy like limbs or fetal (crawling zombies) with a larva head intrusion for a headshot area. I image these larvae are not that quick and can be killed by hand either by garbing it or smacking it with a gun.
I know I’m just a random dude on the internet, but I feel proud seeing you make this game. I know it takes a lot of time, and you have to be able to stick with it, and you’re still working on it. I love to see you’re taking constructive criticism and applying what you learn to make your game better. Thank you for sticking with your project, and keep up your already excellent work. 👍
I think the new sorting is better because since (from my undestanding) the parasite machanic is always active, it's rush to do things quickly and advance in the level faster
I feel like all new items should be placed randomly close where the existing item is, if there isn't one it should just be put in somewhere random. Idk it would give a feel like the player is just kinda eyeballing where he's frantically putting all his types of loot while still allowing the inventory to become an unmanageable cluttered mess over time.
i love how this really feels like a sequel imo. cooler mechanics, improved but similar graphics, and much more interesting gameplay, without feeling radically different
Thoughts about a mimic style enemy. It disguises itself as items and attacks if you touch it, Prey style. This way you have to pay attention to the environment and choose if something looks suspicious enough to warrant a potentially wasted bullet. This would mesh well with the whole „enimies sneak up on you theme. Also what about a melee option (knive machete axe sword) something you have to physically move around to swing/stab with it. Could be pretty unique and fun.
would be fun, What about if the melee is not bound to you aka you can't equip it like a gun but instead you find things like knifes, pipes, screwdrivers strewn out on the floor.| Or maybe you can keep one but you have to put it in your mouth like an action movie character I Imagen them not being to common and maybe have durability and maybe a few being mimics themselves :3
@@theredknight3736 I like it. Maybe the weapons can get stuck in the monsters so they are limited use. This way they can be not terrible without breaking the recourse management aspect of the game.
@@zapp770 I like the idea of a one-hit one-time-use knife, but you specifically have to aim for the head. Like, Head = Instakill / Chest = Half of the enemy health (that way even if it misses, it's still helpful and not a total waste). So there's that risk/reward system.
im afraid the players would just nonstop swing their mouse all over the place and it would kill everything in its vicinity, maybe the melee weapon loses movement sensibility the more you move it, and unequipping/staying still (generally not using it for a while) makes it "cool down", players would probably use their movements to not spin it around them and actually aim it at something to conserve stamina. it would be nice to award the player a melee weapon after their first encounter with the mimics, so they don't make use of it to slash away at everything after the very first encounter
As a gun guy, the garand ping on the slide lock seems a bit silly; in real life that sound happens because the en bloc clip of the garand is being ejected after the last shot. I would suggest using a different sound to indicate you've hit empty, or perhaps use the Titanfall 2 method, where when you're hitting the last few rounds in your magazine, the actual firing sound starts to shift a bit, so you can tell you're about to be empty without having to actually look at your ammo count.
Or change the gun into a hand-garand... Okay, I _was_ joking, but it does kinda add into the desperation and improvisation of Cynte, where he came across a garand and had to cut it short (somehow) so he could properly wield it. Also, I'm curious if there's a handgun equivalent for the garand.
@@jocosesonata Mauser C96 nicknamed the broomhandle does you stripper Clips to Reloaded so it wouldn't be too far-fetched to have a pistol that used is a pistol sized version of the En Bloc stripper clip the M1 Garand used
A idea for a collectible I had is pieces of prosthetic limbs or mechanical body attachments, they would be rare, hard to find/get to, and not required for anything, but would do stuff like, make moving yourself around faster, or something that slots into your back that makes the parasite slower, basically giving you a health buff, these things would be small but noticeable boosts
I feel like this would not really be in the game because the dev really like fleshy stuff but would be interesting so let me put my hat into it Just imagen a wrist attachment that lets you dash in the direction you choose, or a head attachment that pings items in the darkness
Seeing how the power scaling between these two games is in the third one you should make the protagonist an absolute monster slaughtering the enemies left right and centre
When I saw the exclamation mark pop up for invisible enemy, I right away assumed it was placed where the enemy is located. I suspect many others will too - you may want to consider visually tying it more clearly to the wristwatch.
Could you make it so the trail on the map is toggleable? I might wanna play without it, and just try to remember where I've been. Or, as an alternative, maybe you could add markers that the player themselves can place, so you can see a marker and remember that this hallway is blocked, or you left a pile of ammo/health here to pick up later. If you decide to add key items, like needing a specific keycard to open specific doors, you could also mark the doors this way.
I bought Endoparasitic 2 last night, and it’s genuinely the most terrifying game I’ve ever played. I love it so much, the sound design is on point, the gameplay loop is stressful yet fair, and the weight mechanic feels perfect for forcing you to choose what you take without making you feel like you have to save scum to know what you need. I saw your dev log where you added a roguelike to Endoparasitic 1 and immediately bought it to play through once I’ve finished 2. Thank you so much for creating these games, I’m so excited to see what you come up with next!
Haha I love the idea of listening to feedback on gun mechanics, but then just adding another unrealistic behavior for the gun (but the ping does sound very cool!)
Is it just me or does it seem like Cynte actually has somewhat ascended? Think about it. His one remaining arm is incredibly strong and dexterous, he is able to craft and think logically more than any human should (especially when starving”, and the only thing that can kill him is the parasite. Maybe since he only had half of the traits (he lacked kindness but had intellectual skills) required, he only got the enhanced base abilities portion without the immunity to the parasites or the supernatural talents.
That enemy detector/stun gun is a great idea. It's going to add a lot of tension for players who will be pointing it at everything in fear of enemies lurking nearby. Great stuff!
Dude I loved Endoparasitic 1, this is exactly what a second version should look like. I will play the hell out of this one. It would be nice if you could add the rogue-like of the first version later after release of this version too. Love your games and these devlogs give me great insights in development of your games and ideas you get. Thank you so much
The hand flashlight option might be good for hardcore players, also add a red fog arrow to simulate touch and tell us where damage came from, especially useful on dark areas.
Idea: make so you have to actually pull the lever instead of just clicking This adds immersion and alsk adds possibilities for scenes like where lever is rusted and you have to push it up for some time while being chased
That would be cool if the moving limbs attached to your body and started hitting you as a "stop hitting yourself" type scenario or attach to you after death. you have 3 nubs where limbs used to be and you have moving limbs, you have to do something with that. Or not, go at your pace and do what you think works best :)
I think making the smoke look like hands would be awesome, like hands seeping from the darkness, also partially hiding the hand enemies, adding to the horror-esqe
Maybe you could have a notebook? You could find it early on, and it could show monster details. (What it looks like, what its called, how many shots it takes to kill with each gun, lore, ext). It could also log maps you've been to, (only the places you explored), to help make going back to previas places easier. Also can't wait for this game to come out.
You should add a multiplayer mode where instead of losing all your limbs you only lost your legs and another player like your friend controls the other arm it would be very fun in my opinion
The invisible enemy needs to be terrifying, even slightly seeing an invisible enemy in a spooky game should make it one of the scariest enemies of the game but if it looks like this it’s just a enemy, it could be so much more with some cool moving parts and a scary sprite might it has a face ore eyes it show that it’s watching you with out you being aware for extra spook, have fun dude
manualy sorting seems like a good idea, but make the items enter your inventory in a random position to make it as though you are quickly putting items in your bag in a rush
It would be cool if some of the health containers had a mimic like monster that either injects you with something that speeds up the parasite rather than slow it down, or it infects some of the heals you've already gathered so the player can't just get an abundent amount of heals to a point where the parasite isn't really a problem :D
Love the idiot mode for the puzzles. The arm enemies are funny. I played this VR game, into the radius, that had a 3D freefrom storage, similar to the storage system in this game. The solution there was that you had to manually place the items into the bag yourself. Perhaps you could have the items appear in a box to the left to the bag or something that would give you the items in order of picked up so that it would be easier to sort, but it would also be like really clunky, so I'm not sure.
Not sure if you need anymore monster design ideas, but I feel like a good one could be a big eyeball monster that acts kind of like a spotlight, and if it sees you it will alert all other/nearby monsters. This alert could either send all the monsters after you immediately, or it could just send them to the area you were seen and have them patrol around a little bit, giving you a chance to hide and/or prepare to fight. A cool way to make it more than just a generic spotlight could be to have it so that if you’re not moving when it sees you, it’ll just think you’re a corpse and ignore you. To spice it up even more you could give it a strike system, so if it notices you playing dead however many times it will get suspicious and send a monster to check it out. Maybe it would close its eye while it’s alerting other monsters, giving you a chance to escape and hide. It could also work similarly to the Stalker (or Predator? Can’t remember its name) from the first game, having it show up in a few levels before facing it head on as a boss. This could work by giving it a kind of root system where it’s one big concentration of infection in the boss room that connects and controls all the eyeballs in the other rooms. Maybe the fight could involve using the flashlight to blind the eyes, lowering the flesh blobs guard, allowing you to damage it? I’m not fond of that idea but if I think of anything else later I’ll edit this and add it. I love watching the progress of your games, and the creativity behind endoparasitic is a huge inspiration for me and I’m sure many others.
Looking forward to the release of this game. I have a few ideas regarding the inventory: About the sorting system: Make manual and auto as optional so that players can choose whichever they like Also, add in a 'smart' sorting setting. This will be similar to auto, but the items that you picked up will move to the position of the same item in the bag Example: you picked up a pistol bullet, if there's already one in your bag, the bullet that you picked up will move to the position of the one that's already in your bag. Otherwise, if there are none in your bag, it will be place randomly or in the middle of your bag. Also also, add in a function to rotate the items in the bag by 90°
God it's always cool to see how so many different people interact and make a game like this together. Makes you think what you could do with the power of writing and things. GL in further development :]
a neat mechanic you could try to add is the sentient limbs could on contact with the player grab onto them forcing to player to turn there gun around and get them off or take damage over time. could make neat situations where you have to keep the parasitic limb attached while running from a bigger threat to then later have to deal with it
basically everyone is good at everything: you just need testers to understand what you did wrong(then improve task, call testers again, improve again and so on)
I’m going to be honest, I’m so hyped for this that I wanna play through the game blindly, i don’t wanna spoil myself so I’ll watch this when I’m done with the game once it releases FEW MORE DAYS BABYYYYY
Seeing this makes me excited. I beat Endoparasitic and loved it. It was terrifying, intense, and very rewarding to beat. Im looking forward to playing the sequel. Keep up the awesome work!!!
Excited to play the game tomorrow! I think the date pushback made a lot of sense, and it will be great to have a horror game release right at the start of October. Like I said in a comment in a previous video, I hope that there is looping ambient music in the game. Though this video has made me okay with the idea if it isn't there, and massive respect for the artists involved. :) Edit: It's also fine if the game comes out later then October 1st, just want to say that. :)
it would be fun to see a monster that is under the railings of the open areas that would be small so you could maneuver around it. You could also tell it's there by seeing it through the small holes on the metal flooring
as someone that has been in a recent accident and cant use one arm, this game has been a great playthrough. being able to still play games with one hand is great. thank you man
I'm really happy for you that you got to a point in your journey where you have one money. You are/were always hustling and you've earned the right of not doing everything by yourself ❤
I love the idea of loading the pistol like a broom handle mauser and having it ping once it's empty, enbloc clips are right down this game's alley for visuals
I feel like when a new item is picked up it should start at the bottom of the available space, like it was dropped into the bag. for example if it's an empty bag, they go to the bottom, but in a full bag, the new items all stack awkwardly at the top, which would make you want to keep a sparser inventory. could be just random on the x axis, like you just tossed the item in the bag. btw I am really excited to play this, i really loved the first one!
i played the first game as soon as it released, it might be too late for this but if there will be a third game making it a metroidvenia style would go well with endoparasitic. Doesnt have to be a brand new mechanic every time but more puzzles and items with a limited inventory and item management like resident evil 2 goes so well with the survival horror games , love your works thanks for blessing us with great games
For the screens around the game, I think it’d be neat to use the CP437 font, or at least a non default one, as well as a slight bulge, to really get the crt style.
i really like the idea of the elevator working as a loot carier thing, kninda like the dropship in lethal company. you could make levels or parts of levels that are not required for winning, but have a challange and a large reward, so if you messed up or lost a few resources in the last few levels, you can get it back. possibly make the exit to them close to the elevator in case someone has lots of items so they can carry them faster
i would suggest a click and hold bypass option, some people such as myself, with motor conditions/disabilities do not enjoy having to click a hundred different squares close together as it can get quite uncomfortable quite quickly, so like, option 1 is the puzzle, option two is the square grid, option 3 is just, holding for like 5/10/15 seconds, or however long you feel is best
Give backpack items a small hitbox, so that if one was to overlap it pushes it slightly to the side, as in a way to limit the player's bag, solve the items overlapping a lot in the center, and have them need to sort better instead of just placing things randomly (while still allowing for a small overlap in the items)
re: Auto-sort: the best part about a feature is it being an **option**. Just have a setting or a clickable button and you solve the "some people really like it and some people really don't" problem. Also, the blood trail tracker on the map is really cool.
I think it's cool your hiring people to help with development I think the game can only stand to improve from more hands at the table, great devlog btw.
the new art style is pretty nice, being faithful and more polished than the original is a pros and the new monsters are very cool too! and i have an idea for the limb monster: what if you can use dead limb monster as kind of like a temporary arm using its corpse and a upgraded injector, with it you get better weapon handling, slight faster movespeed, etc but will consume your hp slightly faster for the duration of it?
I am so excited for Endoparasitic 2! I loved the first one and Im sure I will love the second One thing that would be really cool is if the blood from The Ghost stayed so that it would stay revealed (while it makes it easier it also makes it less annoying to spot again) Perhaps it could wipe the blood off if it loses chase? That is if this sounds like a fun idea. Yet truthfully I am not sure how difficult these mechanics are to implement
This looks so cool, hope you get a lot of players thanks to it. Sadly can not afford it, but I'm leaving a comment so hopefully more people will see it in their recomandations.
What an inspiration! I think the arm crawlers should leave a blood trail as they move to show that they were once a part of a bigger creature (maybe an elite enemy that creates them when it dies...)
You could have a setting for auto sort, semi-auto sort, and manual sort. -Auto makes everything spawn in set locations. -Semi-auto makes items spawn on top of the last item of that type to enter and still be in the inventory. -Manual is what it is now.
I think items in the inventory should be able to push eachother around, so they don't stacked on top of eachother and when you pick something up the items are more clear and separated. If this sounds to janky maybe don't completely make them push eachother around but have some extra force when you drop/place an item on another one.
I would like to make a suggestion about the map. I like how you see the full map right from the start, but I feel that it showing you a trail of where you have been removes an aspect of challenge and self navagation. Like you don't need to thinking about where you are going, instead of making sure they've coloured in the map. My suggestion for a change would be a dot to show you where you are on the map and the ability to place an icon or note on the map the player can put there themselves. Like a 'lock' icon for a locked door or a note saying 'moster in room'. This will let the player interact with the map more, make them pay more attention to where they are as well as taking their focus away from keeping an eye out for monsters. Difficultie settings for this can be pause game while looking at the map to not showing location on the map and not pausing.
The stealth comment actually makes more sence overall, its almost like the monsters are learning from cynthe, maybe through the parasites hive mind, the arms learned to move like he does, they use stealth like he did, etc, this could be a very cool plot point in the game too and not just mechanical difference between game one and two
The limb enemies look great! It looks like there will be a few moments when theres a whole swarm of them, but they also look a little strange when they all bend their elbow in the same way. Maybe you could make a left handed version as well, or even add a leg variant.
I have some ideas for you if you ever need it: - A monster crawls on the ceiling, you can only see them through their shadow, know when they attack from a screech or some animation from their shadow - A monster who camouflage as some item, attack when you are near their attack range - A monster with a shield in front of it, the only way to damage it is to shot down the shield or hit the center of the shield where a small hole locate to its head
as a small insentivisor, you can make it so actually solving the door puzzles gives a slight chance to drop some small item, while bypassing gives no chance. makes not bypassing feel more rewarding
I think going for a middle ground between automatic and manual sorting for the backpack would be the best idea, making items have a chance to be randomly thrown in the middle or automatically put into a specific spot, that way you still have to somewhat manually sort your bag but it's not just done for you. Unrelated we need a spot in the bottomless floor rooms where there's a hole either in the floor or in the fence/wall thing that you can fall through if you're not careful
For the items I think it makes the most sense if they get placed randomly in a scattered fashion. Basically it picks between the open space randomly, spreading the items out so it looks better whilst still being disorganised. This makes it easier to see but still requires you to sort things out.
5:30 A good middle ground i think would just be placing the items randomly into the inventory so it doesn't just clump in the middle but you still need to do the work of sorting it
I feel like for the item placement in the inventory they could go into a random place not already covered up by a different item - that has the issue that u might night be able to not be able to place an item anywhere so the best solution would be you could use a signed distance field from the current objects then convolve that with a kernel of the item to be placed in and you will have an how clear each space is then you just find the most optimal location to place the item
auto sorting and manual should be a modifiable setting
boosting
^This.
This!
This + manual shouldnt have items overlap or atleast have them be placed in the inventory side by side so its not a massive pile :33
yes
Pretty ironic how you fight against sentient limbs when you've lost 3 of them yourself
They betrayed you, so you had to cut them off.
Poetic
the game should end with him reattaching some, but then he doesn't have full control of them.
boom: 2-4 player co-op, qwop/octo-dad style
@@my_dude_5742 "Who's laughing now"
@@DrewperttheGnome That sounds so chaotic and fun
I think the limbs should have some kind of parasitic tumor on the base that controls the disconnected limb
Yes
Good idea
This also makes them easy to differentiate from regular limbs
Makes more sense than just a limb acting on muscle memory it’s just moving towards you. It should have a eyeball or something.
@@IS0ME_GUYI what if it has hairs like a spider where it moves to the nearest sound
"I don't feel like crunching and want to enjoy the development more"
This is a key takeaway a lot of us devs should consider doing way more often.
Especially for the AAA companies. "Turns out" indie game developers know a thing or two about developing games!
I don't think people typically get a choice on whether they should crunch or not lol
Can't really take your time and smell the flowers when somebody in the office says that this and that needs to be done this week or you need money on the table and fast.
Anybody who can afford that privilege is happy indeed.
@@thosebloodybadgers8499 I think most of us do this as a hobby. When you do it for a living you have no choice, that's right.
I know it wouldn't make much sense, but an enemy that has a beam of light appear in its view at a far range would be terrifying. Imagine seeing a random light shining down a hallway and thinking its safe or something, going over to it, then hearing something start quickly making its way towards you. (Edit: Everybody in the replies keeps coming up with more good ideas expanding on this one!)
It might clash with the biosensor, but that's a good idea.
It can be a turret You can disable it with the biosncer but bio Spencer can't dectecit it because you know IT A TURRET
angler fish
make it so some light beams are just floodlights that lead to loot so the enemies keep its flare after the first encounter
@@Rob77niner Oh that’s even better. The player’s taking a gamble every time.
i laughed out my drink when your finances became 1$ instead of 0$
Today on "Budgeting with a programmer"...
the new limb monsters remind me of forced fusion gem mutants from Steven universe, pretty cool
i feel like it'd be fire if at the end of their stump there was a sort of visible parasite? this could also work as its "headshot region " similar to the other monsters
I was wondering what that was reminding me of and this is it, thanks 🙏
a headshot on a monster that get already one-shot by anything wouldn't do anything
Would a headshot region make sense for a one-shot enemy?
nah I can imagen if you shot the arm the muscle become useless already so no need for headshots.
But you made me think up of an interesting idea, for an enemy that would be very sucky to fight against, an multi parasites infested host that upon death scatter bug parsites (maybe 2 or 3) on death that revives lowly enemy like limbs or fetal (crawling zombies) with a larva head intrusion for a headshot area.
I image these larvae are not that quick and can be killed by hand either by garbing it or smacking it with a gun.
@@theredknight3736 Sounds awful, I love it. Just like the Human Spiders from Darkwood!
the dismembered limbs coming at you is just evil lol, almost like its taunting the character you play as
looking nice I love the new art style
I know I’m just a random dude on the internet, but I feel proud seeing you make this game. I know it takes a lot of time, and you have to be able to stick with it, and you’re still working on it. I love to see you’re taking constructive criticism and applying what you learn to make your game better. Thank you for sticking with your project, and keep up your already excellent work. 👍
5:30
i definitely prefer manually sorting my junk RE4 style. maybe make the items go to a random place in the bag?
Yeah, I like the idea of randomly placing them, allowing for slight overlap, rather than it being bunched in the center or auto organizing.
I think the new sorting is better because since (from my undestanding) the parasite machanic is always active, it's rush to do things quickly and advance in the level faster
I feel like all new items should be placed randomly close where the existing item is, if there isn't one it should just be put in somewhere random. Idk it would give a feel like the player is just kinda eyeballing where he's frantically putting all his types of loot while still allowing the inventory to become an unmanageable cluttered mess over time.
@@randomsounds2167 thats not a bad idea
I do like random placing, but I think it should be an accessibility option for people that don't want to.
i love how this really feels like a sequel imo. cooler mechanics, improved but similar graphics, and much more interesting gameplay, without feeling radically different
Thoughts about a mimic style enemy. It disguises itself as items and attacks if you touch it, Prey style. This way you have to pay attention to the environment and choose if something looks suspicious enough to warrant a potentially wasted bullet.
This would mesh well with the whole „enimies sneak up on you theme.
Also what about a melee option (knive machete axe sword) something you have to physically move around to swing/stab with it. Could be pretty unique and fun.
yes
would be fun, What about if the melee is not bound to you aka you can't equip it like a gun but instead you find things like knifes, pipes, screwdrivers strewn out on the floor.|
Or maybe you can keep one but you have to put it in your mouth like an action movie character
I Imagen them not being to common and maybe have durability and maybe a few being mimics themselves :3
@@theredknight3736 I like it. Maybe the weapons can get stuck in the monsters so they are limited use. This way they can be not terrible without breaking the recourse management aspect of the game.
@@zapp770
I like the idea of a one-hit one-time-use knife, but you specifically have to aim for the head. Like, Head = Instakill / Chest = Half of the enemy health (that way even if it misses, it's still helpful and not a total waste). So there's that risk/reward system.
im afraid the players would just nonstop swing their mouse all over the place and it would kill everything in its vicinity, maybe the melee weapon loses movement sensibility the more you move it, and unequipping/staying still (generally not using it for a while) makes it "cool down", players would probably use their movements to not spin it around them and actually aim it at something to conserve stamina. it would be nice to award the player a melee weapon after their first encounter with the mimics, so they don't make use of it to slash away at everything after the very first encounter
“Oh wow he’s making a new one”
“Wait there’s another upload? That wasn’t there before”
>checks the upload time
“A MINUTE AGO???”
relax
@@TheeSirRandom *_NO_*
As a gun guy, the garand ping on the slide lock seems a bit silly; in real life that sound happens because the en bloc clip of the garand is being ejected after the last shot. I would suggest using a different sound to indicate you've hit empty, or perhaps use the Titanfall 2 method, where when you're hitting the last few rounds in your magazine, the actual firing sound starts to shift a bit, so you can tell you're about to be empty without having to actually look at your ammo count.
I vote for this idea
I second this vote.
Or change the gun into a hand-garand... Okay, I _was_ joking, but it does kinda add into the desperation and improvisation of Cynte, where he came across a garand and had to cut it short (somehow) so he could properly wield it.
Also, I'm curious if there's a handgun equivalent for the garand.
Well the gun is a weird semi auto pistol that can be single loaded
@@jocosesonata Mauser C96 nicknamed the broomhandle does you stripper Clips to Reloaded so it wouldn't be too far-fetched to have a pistol that used is a pistol sized version of the En Bloc stripper clip the M1 Garand used
A idea for a collectible I had is pieces of prosthetic limbs or mechanical body attachments, they would be rare, hard to find/get to, and not required for anything, but would do stuff like, make moving yourself around faster, or something that slots into your back that makes the parasite slower, basically giving you a health buff, these things would be small but noticeable boosts
I feel like this would not really be in the game because the dev really like fleshy stuff but would be interesting so let me put my hat into it
Just imagen a wrist attachment that lets you dash in the direction you choose, or a head attachment that pings items in the darkness
@@theredknight3736 fair. Also those ideas were exactly the kind of thing I was thinking of!
@BenjaminIzquierdo-nb6tq so a skateboard?
@@famouzlj25 huh, that’s a great idea!
@@famouzlj25 nah, a mechanic creeper so you can drift tokyo style
It might be fun to have a Leg varient of the arm enemy, but instead of reaching out the grab, its doing the reverse by kicking
there is a leg variant, its in the video toward the end of the section discussing limb enemies
@@acousticcallumYou’re totally right, I missed it completely 4:31
@@jonathanmathai9269 It should be kicking the stump end towards you through, idk how its gripping with them toes
@@thegreatzinetar Mutated toes clearly.
Make a setting in options for manual or automatic sorting
Or make automatic sorting unlockable by finding an item like an organizer bag
I saw mark play the first game, and i think i want to play this one
tf is mark
@@charlot6590 That's gonna leave a
@@charlot6590 Markiplier
@@charlot6590 iplier
@@normalnt6393..."🧔LEAVE A WHAT?"
What if, and hear me out, flamethrower with a tank of gas you gotta manually unscrew to reload
Would be to good in the cqc of the ship
@@BackJonhit could work like the flare gun in the original
Adding the detail of if you did not close the valve properly,it will either not work or explode,kill the protagonist instantly
@@TarkovRaider7749 Blown to kingdom come
@@TarkovRaider7749 KAMAKAZIIIIII
Seeing how the power scaling between these two games is in the third one you should make the protagonist an absolute monster slaughtering the enemies left right and centre
When I saw the exclamation mark pop up for invisible enemy, I right away assumed it was placed where the enemy is located. I suspect many others will too - you may want to consider visually tying it more clearly to the wristwatch.
Could you make it so the trail on the map is toggleable? I might wanna play without it, and just try to remember where I've been. Or, as an alternative, maybe you could add markers that the player themselves can place, so you can see a marker and remember that this hallway is blocked, or you left a pile of ammo/health here to pick up later. If you decide to add key items, like needing a specific keycard to open specific doors, you could also mark the doors this way.
I bought Endoparasitic 2 last night, and it’s genuinely the most terrifying game I’ve ever played.
I love it so much, the sound design is on point, the gameplay loop is stressful yet fair, and the weight mechanic feels perfect for forcing you to choose what you take without making you feel like you have to save scum to know what you need. I saw your dev log where you added a roguelike to Endoparasitic 1 and immediately bought it to play through once I’ve finished 2.
Thank you so much for creating these games, I’m so excited to see what you come up with next!
Imagine finding your own limbs haunting you. Maybe a plot there?
Phantom limbs be like:
(also would be cool in an in a hallucination sequence where you can see your drag other limbs as you crawl)
You should make some sort of melee weapon like a bat or something
would be funny if there's a bat thats on a rack or somthing and you can't get it
im sorry but the bypass option is basically virtual bubblewrap, it still feels kind of satisfying. but in a different way!
5:29 - Distributing items across the open space seems like it makes sense. Has that already been attempted?
0:26 is that a M1 Garand ping on a pistol?
yea why not
ambouttablowww
He explains it later
Haha I love the idea of listening to feedback on gun mechanics, but then just adding another unrealistic behavior for the gun (but the ping does sound very cool!)
Is it just me or does it seem like Cynte actually has somewhat ascended?
Think about it. His one remaining arm is incredibly strong and dexterous, he is able to craft and think logically more than any human should (especially when starving”, and the only thing that can kill him is the parasite.
Maybe since he only had half of the traits (he lacked kindness but had intellectual skills) required, he only got the enhanced base abilities portion without the immunity to the parasites or the supernatural talents.
That enemy detector/stun gun is a great idea. It's going to add a lot of tension for players who will be pointing it at everything in fear of enemies lurking nearby. Great stuff!
perfect timing i be eating rn needed a peak video
what are thou consuming
@@Grayson-tk5hn it was cereal i think
@@CRT_YT interesting
@@CRT_YT or *was* it cereal?🤨
I'm excited for this, omg. take ur time with development, no stress!!
Dude I loved Endoparasitic 1, this is exactly what a second version should look like. I will play the hell out of this one. It would be nice if you could add the rogue-like of the first version later after release of this version too. Love your games and these devlogs give me great insights in development of your games and ideas you get. Thank you so much
Apparently Endroparasitic 2 just released. Would be sick if Mark gets to play that one.
The hand flashlight option might be good for hardcore players, also add a red fog arrow to simulate touch and tell us where damage came from, especially useful on dark areas.
Idea: make so you have to actually pull the lever instead of just clicking
This adds immersion and alsk adds possibilities for scenes like where lever is rusted and you have to push it up for some time while being chased
That would be cool if the moving limbs attached to your body and started hitting you as a "stop hitting yourself" type scenario or attach to you after death. you have 3 nubs where limbs used to be and you have moving limbs, you have to do something with that.
Or not, go at your pace and do what you think works best :)
I think making the smoke look like hands would be awesome, like hands seeping from the darkness, also partially hiding the hand enemies, adding to the horror-esqe
Maybe you could have a notebook? You could find it early on, and it could show monster details. (What it looks like, what its called, how many shots it takes to kill with each gun, lore, ext). It could also log maps you've been to, (only the places you explored), to help make going back to previas places easier. Also can't wait for this game to come out.
You should make an "enemy" which you can pick on with your hand, maybe you could make it so that if you catch it you get some kind of reward for it
You should add a multiplayer mode where instead of losing all your limbs you only lost your legs and another player like your friend controls the other arm it would be very fun in my opinion
The invisible enemy needs to be terrifying, even slightly seeing an invisible enemy in a spooky game should make it one of the scariest enemies of the game but if it looks like this it’s just a enemy, it could be so much more with some cool moving parts and a scary sprite might it has a face ore eyes it show that it’s watching you with out you being aware for extra spook, have fun dude
manualy sorting seems like a good idea, but make the items enter your inventory in a random position to make it as though you are quickly putting items in your bag in a rush
This is a fantastic video; not just for your process or updates on Endoparasitic 2, but in general how to project.
It would be cool if some of the health containers had a mimic like monster that either injects you with something that speeds up the parasite rather than slow it down, or it infects some of the heals you've already gathered so the player can't just get an abundent amount of heals to a point where the parasite isn't really a problem :D
Love the idiot mode for the puzzles. The arm enemies are funny.
I played this VR game, into the radius, that had a 3D freefrom storage, similar to the storage system in this game. The solution there was that you had to manually place the items into the bag yourself. Perhaps you could have the items appear in a box to the left to the bag or something that would give you the items in order of picked up so that it would be easier to sort, but it would also be like really clunky, so I'm not sure.
Not sure if you need anymore monster design ideas, but I feel like a good one could be a big eyeball monster that acts kind of like a spotlight, and if it sees you it will alert all other/nearby monsters. This alert could either send all the monsters after you immediately, or it could just send them to the area you were seen and have them patrol around a little bit, giving you a chance to hide and/or prepare to fight. A cool way to make it more than just a generic spotlight could be to have it so that if you’re not moving when it sees you, it’ll just think you’re a corpse and ignore you. To spice it up even more you could give it a strike system, so if it notices you playing dead however many times it will get suspicious and send a monster to check it out. Maybe it would close its eye while it’s alerting other monsters, giving you a chance to escape and hide. It could also work similarly to the Stalker (or Predator? Can’t remember its name) from the first game, having it show up in a few levels before facing it head on as a boss. This could work by giving it a kind of root system where it’s one big concentration of infection in the boss room that connects and controls all the eyeballs in the other rooms. Maybe the fight could involve using the flashlight to blind the eyes, lowering the flesh blobs guard, allowing you to damage it? I’m not fond of that idea but if I think of anything else later I’ll edit this and add it.
I love watching the progress of your games, and the creativity behind endoparasitic is a huge inspiration for me and I’m sure many others.
Looking forward to the release of this game. I have a few ideas regarding the inventory:
About the sorting system:
Make manual and auto as optional so that players can choose whichever they like
Also, add in a 'smart' sorting setting. This will be similar to auto, but the items that you picked up will move to the position of the same item in the bag
Example: you picked up a pistol bullet, if there's already one in your bag, the bullet that you picked up will move to the position of the one that's already in your bag. Otherwise, if there are none in your bag, it will be place randomly or in the middle of your bag.
Also also, add in a function to rotate the items in the bag by 90°
God it's always cool to see how so many different people interact and make a game like this together. Makes you think what you could do with the power of writing and things.
GL in further development :]
a neat mechanic you could try to add is the sentient limbs could on contact with the player grab onto them forcing to player to turn there gun around and get them off or take damage over time. could make neat situations where you have to keep the parasitic limb attached while running from a bigger threat to then later have to deal with it
the first few clips show so much improvement in sound design and sound design was one of my favorite parts of the last game aarrgggggg this is so peak
You're making another? Awesome! I absolutely loved the first, and this video makes me incredibly excited for what's to come!
This game really needs some ambience music whether that be combat or just randomly strolling around the map
PEAK INCOMING!
basically everyone is good at everything: you just need testers to understand what you did wrong(then improve task, call testers again, improve again and so on)
I’m going to be honest, I’m so hyped for this that I wanna play through the game blindly, i don’t wanna spoil myself so I’ll watch this when I’m done with the game once it releases
FEW MORE DAYS BABYYYYY
0:51 I would suggest slightly darkening and blurring the background so that the minimap stands out.
Seeing this makes me excited. I beat Endoparasitic and loved it. It was terrifying, intense, and very rewarding to beat. Im looking forward to playing the sequel. Keep up the awesome work!!!
Ooh, I really like the flashlight feature! Especially with the spin-cocking lever action
You would think this guy’s arm muscles would be ripped after the first game (this was not meant to be a pun)
He not eating much so his arm not getting much muscles
I dunno, seeing how well defined that ribcage is in the inventory UI seems like he's wasting away.
hes probably pretty much starving/dying of thrist
@@BackJonhno food in the labs ?
Probably just mres and snacks he can find also the Parisite is eating him alive so he not doing well
Excited to play the game tomorrow!
I think the date pushback made a lot of sense, and it will be great to have a horror game release right at the start of October.
Like I said in a comment in a previous video, I hope that there is looping ambient music in the game.
Though this video has made me okay with the idea if it isn't there, and massive respect for the artists involved. :)
Edit: It's also fine if the game comes out later then October 1st, just want to say that. :)
it would be fun to see a monster that is under the railings of the open areas that would be small so you could maneuver around it. You could also tell it's there by seeing it through the small holes on the metal flooring
as someone that has been in a recent accident and cant use one arm, this game has been a great playthrough. being able to still play games with one hand is great. thank you man
I'm really happy for you that you got to a point in your journey where you have one money. You are/were always hustling and you've earned the right of not doing everything by yourself ❤
I love the idea of loading the pistol like a broom handle mauser and having it ping once it's empty, enbloc clips are right down this game's alley for visuals
I feel like when a new item is picked up it should start at the bottom of the available space, like it was dropped into the bag. for example if it's an empty bag, they go to the bottom, but in a full bag, the new items all stack awkwardly at the top, which would make you want to keep a sparser inventory. could be just random on the x axis, like you just tossed the item in the bag. btw I am really excited to play this, i really loved the first one!
i played the first game as soon as it released, it might be too late for this but if there will be a third game making it a metroidvenia style would go well with endoparasitic. Doesnt have to be a brand new mechanic every time but more puzzles and items with a limited inventory and item management like resident evil 2 goes so well with the survival horror games , love your works thanks for blessing us with great games
it would be fun if you had to manually move the levers instead of just clicking them
For the screens around the game, I think it’d be neat to use the CP437 font, or at least a non default one, as well as a slight bulge, to really get the crt style.
Looking fantastic! As for the inventory, I would recommend having the game place items randomly in the pack, as opposed to being all clumped together.
i really like the idea of the elevator working as a loot carier thing, kninda like the dropship in lethal company. you could make levels or parts of levels that are not required for winning, but have a challange and a large reward, so if you messed up or lost a few resources in the last few levels, you can get it back. possibly make the exit to them close to the elevator in case someone has lots of items so they can carry them faster
i would suggest a click and hold bypass option, some people such as myself, with motor conditions/disabilities do not enjoy having to click a hundred different squares close together as it can get quite uncomfortable quite quickly, so like, option 1 is the puzzle, option two is the square grid, option 3 is just, holding for like 5/10/15 seconds, or however long you feel is best
Give backpack items a small hitbox, so that if one was to overlap it pushes it slightly to the side, as in a way to limit the player's bag, solve the items overlapping a lot in the center, and have them need to sort better instead of just placing things randomly (while still allowing for a small overlap in the items)
re: Auto-sort: the best part about a feature is it being an **option**. Just have a setting or a clickable button and you solve the "some people really like it and some people really don't" problem.
Also, the blood trail tracker on the map is really cool.
I think it's cool your hiring people to help with development I think the game can only stand to improve from more hands at the table, great devlog btw.
the new art style is pretty nice, being faithful and more polished than the original is a pros and the new monsters are very cool too! and i have an idea for the limb monster: what if you can use dead limb monster as kind of like a temporary arm using its corpse and a upgraded injector, with it you get better weapon handling, slight faster movespeed, etc but will consume your hp slightly faster for the duration of it?
I am so excited for Endoparasitic 2! I loved the first one and Im sure I will love the second
One thing that would be really cool is if the blood from The Ghost stayed so that it would stay revealed (while it makes it easier it also makes it less annoying to spot again)
Perhaps it could wipe the blood off if it loses chase? That is if this sounds like a fun idea.
Yet truthfully I am not sure how difficult these mechanics are to implement
This looks so cool, hope you get a lot of players thanks to it. Sadly can not afford it, but I'm leaving a comment so hopefully more people will see it in their recomandations.
the fact this man made ENDOPARASITIC and VOYAGER-19 is crazy. shows the true skill of this man.
What an inspiration! I think the arm crawlers should leave a blood trail as they move to show that they were once a part of a bigger creature (maybe an elite enemy that creates them when it dies...)
im so hyped for when we finally get a 2nd arm in endoparastic 2
2 more sequels and we might have 4 arms
lol you need two mice and each one controls an arm
You could have a setting for auto sort, semi-auto sort, and manual sort.
-Auto makes everything spawn in set locations.
-Semi-auto makes items spawn on top of the last item of that type to enter and still be in the inventory.
-Manual is what it is now.
I think items in the inventory should be able to push eachother around, so they don't stacked on top of eachother and when you pick something up the items are more clear and separated. If this sounds to janky maybe don't completely make them push eachother around but have some extra force when you drop/place an item on another one.
I would like to make a suggestion about the map. I like how you see the full map right from the start, but I feel that it showing you a trail of where you have been removes an aspect of challenge and self navagation. Like you don't need to thinking about where you are going, instead of making sure they've coloured in the map. My suggestion for a change would be a dot to show you where you are on the map and the ability to place an icon or note on the map the player can put there themselves. Like a 'lock' icon for a locked door or a note saying 'moster in room'. This will let the player interact with the map more, make them pay more attention to where they are as well as taking their focus away from keeping an eye out for monsters. Difficultie settings for this can be pause game while looking at the map to not showing location on the map and not pausing.
The stealth comment actually makes more sence overall, its almost like the monsters are learning from cynthe, maybe through the parasites hive mind, the arms learned to move like he does, they use stealth like he did, etc, this could be a very cool plot point in the game too and not just mechanical difference between game one and two
I am SO pumped for this game, thanks for the update!
The limb enemies look great! It looks like there will be a few moments when theres a whole swarm of them, but they also look a little strange when they all bend their elbow in the same way. Maybe you could make a left handed version as well, or even add a leg variant.
I have some ideas for you if you ever need it:
- A monster crawls on the ceiling, you can only see them through their shadow, know when they attack from a screech or some animation from their shadow
- A monster who camouflage as some item, attack when you are near their attack range
- A monster with a shield in front of it, the only way to damage it is to shot down the shield or hit the center of the shield where a small hole locate to its head
The things that happen when you make a game jam game & look at how far this game has come!
as a small insentivisor, you can make it so actually solving the door puzzles gives a slight chance to drop some small item, while bypassing gives no chance. makes not bypassing feel more rewarding
I think going for a middle ground between automatic and manual sorting for the backpack would be the best idea, making items have a chance to be randomly thrown in the middle or automatically put into a specific spot, that way you still have to somewhat manually sort your bag but it's not just done for you.
Unrelated we need a spot in the bottomless floor rooms where there's a hole either in the floor or in the fence/wall thing that you can fall through if you're not careful
For the items I think it makes the most sense if they get placed randomly in a scattered fashion. Basically it picks between the open space randomly, spreading the items out so it looks better whilst still being disorganised. This makes it easier to see but still requires you to sort things out.
This is really cool! Went from a game that I would have probably played in passing to something I'm actually looking forward to play!
I am excited to see where the story goes, this world is fascinating.
5:30 A good middle ground i think would just be placing the items randomly into the inventory so it doesn't just clump in the middle but you still need to do the work of sorting it
I feel like for the item placement in the inventory they could go into a random place not already covered up by a different item - that has the issue that u might night be able to not be able to place an item anywhere
so the best solution would be you could use a signed distance field from the current objects then convolve that with a kernel of the item to be placed in and you will have an how clear each space is then you just find the most optimal location to place the item
Ever since the first one, the creativity is beyond my scope of imagination. ❤❤❤
Keep up the awesome work! Getting those Hotline Miami vibes combined with horror, really unique concept!
So that's what i call Dungeon Crawler