There’s a UA-camr named “Not the Future”, they have a series called “Mysty” where they play Myst-like games. That could be a good source of myst-like game dev ideas
I know you have your own idea for the hi-viz jacket, but I'm all for a story where this urban explorer wore hi-viz to basically sneak in in daytime when there's workers and security guarding the city. But they get stuck , the gate gets closed and patrols shoot on sight - the only option is to venture deeper into the city.
7:04 I think this could be called helicopter controls, as the closest real-life analog. One stick for lateral movement, second stick for turning and height control. Edit: @_kalia suggested hovertank controls, I actually like that one more.
Helicopters have cyclic control, which is where every blade is rolled to different extents depending on their yaw relative to the helicopter, which lets them move any compass rose direction, and collective control which is when they all turn collectively to control height. So basically there should be one input for xy and one for z
you could add photomode and not break gameplay by having the in game cam act like a real life disposable camera, then make the photos you took only accessible via a main menu option. that would add a lot of interesting outcomes as you cannot see exactly what or where you take the photo until you are back at the main menu where it could be revealed that you took a photo of a monster without realizing how close it was to you, ect. I hope this makes sense..
Modern security cameras also have "classifier" overlays, colorful boxes that surround objects the system believes it can recognize. It would be very spooky for them to react to both increasing data gathered on the player, and when they are recording impossible things.
Okay this would be a really cool addition Can you imagine how terrifying it would be to be the only classified thing on a camera view, then to have another box with an undefined name pop up somewhere nearby? With nothing there to see?
Not sure I do - it seems to me to limit a genre to something that gangstalk isn't - i.e. point and click, or smooth walking with no death or imminent danger.
@@C.I... I think you missed the point by focusing too much on Myst's mechanics, look at the other examples that were given before that and the pattern is clear. They're all games that centre exploration in order to uncover a mystery, with a heavy focus on environmental communication of ideas central to either the game's puzzles or it's story. It's not about a set of mechanics, it's about an experience, and to me that is exactly what a genre named after Myst should be about, because Myst was a series all about exploring an otherworldly experience.
permadeath and timer sounds really good, although it can be a bit of a turn off for a lot of peole. “What I have to play the whole thing again to get to any ending?”. Have you thought about giving some kind of “satisfying” ending even if player fails. Something that gives player a feeling of this was story of trying and failing. I really love when a game that has permadeath/time limit treats even the unsuccesful attempts a full story (Pathologic comes to mind, that handles death in such an interesting way especially if you die a lot). Looking forward to the game itself.
what could be cool with the time limit of the game, is that the camera quality degredes over time with an lower resolution or more datamoshing. maybe that the cams stop working at one point al together. but you could still move around since its just the cams. this forces the player naturally to progress fast
Please DO NOT add a time limit, I stop playing any games that have them because they are the antithesis of exploration and discovery. If you really really feel you need to, I would just add it at the "end game" where you have already explored or discovered everything that you need to
Maybe a soft timer would be a better fit, where there are periods of increased danger. Like nighttime in Dying Light or Dragons Dogma to a lesser extent. Or having the datamoshers detect the player if they spend too long on a singular camera. Something to increase tension and get the player moving, but without just hitting the breaks on a run. Exploration's important, but it wouldn't really match the game if you could chill out and explore at any pace.
Having an option either to opt into restricted time, or a free exploration mode for more casual play would be a nice compromise if it were simple to implement.
I've heard people refer to what you call Mystlikes as Riddle Games, named as to contrast them against Puzzle Games. While Puzzle Games quickly set up their rules and then have you solve puzzles within those rules, Riddle Games have questions and solutions that emerge from the combination of exploration and vague hints or riddles, where learning the rules is the main source of dificulty.
my only worry is motionsickness from camera movement/switching and as the datamoshers move. The disconnect between your control interface and the way your brain expects your character and screen to move is the biggest thing that causes motion sickness.
weird... What I was trying to say was that when you get caught yơ̸̻̹̋͌̏̈́̚̕̚ò̴̹͇̣͔̻̫͉̦̖͂͜ͅö̶̡̞͔̥̠͕̲̪̣͖̂̔̑̑͂̈́̕͠o̸̧̯̭͇͇̮̲̦̍̍̆̾̈́͂͘ù̵͙̹̜̝̼̺̝̙̘͆͝u̵̡͆̑̽̒͑̀͗̒̀̏̈́͘o̴͇͔̠͍̦̒́͗̾͛̄ű̵̧̟̭̱̒̌̂̒͝͝ǘ̴͉͓̪͈̩̲̭͕̹͒̏̋̄̈̄͜ȏ̶̡̤̝͙̱̯̰̠̘̫̬̞̔̑̏̂͂̀̆͠ų̸̧̖̲̮̰̳̟̺̰̔̐̈́͛̈́́͘͠ù̸̧̨̘̺͚̓̇̑̏̋̐̕͝͠͝͝
@@Jam2goThe comment kinda got messes up when you answered what happens when u get caught. might want to rereply, youtube's got some datamoshing on there
@@Jam2gosomeone said that they stop playing permadeath games because they are the antithesis of exploration, they suggested making it a mode and having a bit more casual mode that still motivates you to move with less punishment or a lack of a timer, with one of their concepts being if you’re visible on one camera for too long, the datamoshers will automatically head to you.
Dude! I’ve been making a Mystlike for a last year. No combat, knowledge based progression, and I have that time limit you talked about that once you run out of time you have to restart the game. It was so weird to hear you describing my game perfectly haha.
Huge fan of indie games being developed like this nowadays, it's always so nice getting to see exactly what goes into what you want to play, and the ability for prospective players to give feedback on the game and point out things that are easy for a creator to miss is a huge plus.
Nice, one of my major issues with many non-run based games I've played is that death is inconsequential, this """lite permadeath""" I'll call it is a great solution I reckon. (Also seeing a couple tracks off Geogaddi in the playlist is getting me very keen for the OST!)
random idea i had since i keep thinking abt this game is, what if as you explore deeper/older areas the cameras slowly get worse to show progression and to rise tension, the idea for different broken cameras scattered around is a really cool opportunity for glitch art too
I'm just imagining an end game twist like in Myst. The ending of Myst was what stuck with me the most; fun to play, great puzzles, and a hell of a conclusion. Well, that one specific ending of the game, that is.
11:35 since its psychological horror, this could be a great way to explore paranoid schizophrenia and how it affects people's lives, since its already centered around paranoia and conspiracy theories. You could add some sort of twist such as it ending sort of like with Silent Hill, where the main character has to confront the trauma they've been through and the fact that the "stalkers" aren't real. As someone who is diagnosed with schizophrenia, I'd approve.
everything about this only made me more hyped for the game, though i'm just as excited to see the game dev videos too! playing Kitten Burst made making a game solo seem like much more of an plausible thing and now i've been slowly trying to learn unreal engine for an idea that's been rattling around in my head for years now. i totally get what you mean about having that one scene in mind that justifies making the whole thing, i'm excited to find out what that is in Gangstalk because that moment in Kitten Burst definitely made me a lil emotional
So excited to play this! I really love your way of storytelling in Kitten Burst and in your other youtube videos, so getting to experience another narrative by you is an absolute treat!
Do you think rendering this game at lower resolutions could help with performance? Lethal Company does that so it can use Unity's HDRP shaders, and I could see it fitting into the CCTV visual style.
I dont normally play horror games but the concept on display is so unique and engaging that I'll have to give it a go anyways. Love the process videos, too!
Wishlisting now. This game has a lot of potential; just from hearing you talk about it I can FEEL the potential radiating off of you, looks sick. This is just an idea I had during the video, but I recon that an urban explorer/hacker dude might like to listen to music while exploring these places. So maybe there could be an instance where he connects into the store’s speakers and starts Jammin to some groovy shit, this could happen before a cool visual set piece or wind down period to release some tension; with there being this freaky ass moment where the data moshers switch the aux after a while to some super stressful high intensity music over the speakers and throw the player completely off kilter while they suddenly start getting chased. Take it or leave it, diegetic goober nonsense
This looks really awesome! As a suggestion for the playlist: considering there's already some OPN in there, imo his track "Still Life" really fits the atmosphere you created!
as far as the soundtrack goes, I'd definitely suggest looking into some of the microtonal type stuff that Sevish does, maybe even get in touch. It can be extremely unsettling
i love it when media does a good job of capturing paranoia/unreality/ect because it makes it a lot easier to give folks a taste of what life can be like for someone who has those strongly. whenever i need to explain dissociation to someone i just send them episode 1 of lain and it's like "yeah this is about how it is"
I see this and all i can think about is Rockstar’s Manhunt. Your visual style and camera placements would absolutely destroy and be a must have for next gen consoles if they did a Manhunt Remake/Reboot. My buddy asked me why i havent gotten a PS5 and i told him its because i havent seen anything new and fresh or really mind blowing. This however has me hopeful for the future of games.
im so glad i stumbled across this channel a few months ago. i absolutely cannot wait for this game! as a diehard horror fan im looking forward to seeing how you can apply horror to surveillance. please make it as scary as possible 😮💨😮💨
I really hope theres some sort of acrophobia part like dyingllamas vids because i can just imagine the stress of tight parkour or climbing of some degree while something is following you
This is so wonderful, you really demonstrate how shaders are an art form all on their own. Love the effects on display, even down to the light stripes from tape-overs on the CCTVs. Great stuff
So excited to see what the music is like, your playlist for this reflects some of my longest held playlist very well! Something you might want to checkout, based on the music I saw on your list, is the soundtrack for a game called Oxenfree. I think you'd like that game of you haven't played it and the music is very Boards of Canada adjacent
Maybe the photo-mode can unlock after you initially beat the game. Also are there plans for a new game plus after you beat the game? Might help replayability. You could change up some things and mechanics. (I'm thinking about something like what OneShot did with Solstice for example)
man im excited. i really thought you were just messing around in ue5 with these demo devlogs, and I'm super happy to see that you're actually making a game outta all that :D
Dude, an awesome idea for one segment is the main character gets lost in a crowd, and the camera starts focussing on someone else-- but not only that, we're controlling that person until we find the main character again. Or something like that.
this sounds awesome! been following your dev experiments for a minute now thanks to the algo. any chance of a female player avatar selection or is there a lore/story reason as to why not? good luck with the project!!!! :3
1. for the music i'd imagine it would be cool to have like dark ambient (Kinda like the artist 'Darmi.') 2. personally i think you should add a bitcrush effect to sounds while datamoshing to give it that little glitchier effect. 3. you mentioned our problem with privacy, what if the player could use Cams phone camera to spy on him? or the phone microphone? but idk what cam pulling out his phone would do for the player, i dont know when that could be used
I have seen your previous videos about how you make interesting effects in game engines. I will follow that project, already wishlisted on steam and followed there. Keep these unique effects and I'm sure it will stand out from other games when it comes out
i feel like "company town" is a very underutilized setting for a story. also photo mode would be a good addition as a bonus for beating it in the same way a lot of games reward you with cheat codes or random "fun" options, because knowing how talented you are people are definitely gonna wanna just take pictures for wallpapers and stuff like that. ive seen a lot of really cool stuff done with the alan wake 2 photo mode, i feel like this game could be similar
I have started learning game dev during this year and hopefully at one point am able to so projects of this scale. I do have some long term plans like a horror game with specific setting I have in mind. A thing I have already wrote about the difficulty for the game is something like "easy mode = modern controls, hard/intended mode = tank controls". I personally wanna deliver kinda hard and punishing game but I also wanna give general audience experience that they expect - thus I'm most probably going to give something for both via difficulty selection. (Difficulties can affect other stuff too but I did like this idea of having control settings be part of it). Feel free to use this kinda mindset with ur games if u ponder whether to keep some "oldschool" elements or if u wanna give player more modern elements - there might be ways to give both.
I like the Idea of there being a time limit and perma-death. This is a game which really justifies that. one thing that'd act as a real nice reward would be the ability to activate an exploration mode that turns both of those off when you complete the game. that post game reward could also be a good place for the player POV photo mode. but JustxKyle's Idea for implementing the photomode is also super cool
maybe Cam has the jacket despite "trespassing" I don't know if they're trespassing or an employee, maybe he's a surprise building inspector going in after hours and late at night where absolutely nobody will interrupt the inspection
one of my friends has been calling this type of game a "riddle game", to be a counterpart to "puzzle game". puzzle games are about solving problems and learning things purely through mechanical interactions (think something like baba is you), whereas riddle games are more about solving problems through interpreting signs and information in your head (like outer wilds). Sort of a physical/mental split, though there is some overlap.
The thing about perma death in games like what youre saying this will be is they end up feeling like time loops, if i have five lives to figure out as much as i can then great i have five lives to do it better next loop, a timer will likely exsentuate that thought making it even more like playing to get as much info as i can to then go a gain and ignore all the things i know already cause i know them, you might have already thought of this but consider the ability to turn of the timer big example unsighted i loved that game with out its death timer it was still tough and a great game as for perma death that just soundd great as long as you knoebit only changes the point at which the disillusion sets in
He needs to be consulted by someone who actually knows about this shit otherwise its gonna be sensationalized and weird in a bad way, to say the least imo, but he could turn it around by going all in w representation n research or by distancing the game concept from real mental health issues
Something I see a lot of horror games flop from is killing you too often. The fear comes from the unknown, so if you memorize the route you need to take and the jump scares ahead of you, gameplay goes from discovery and dread to a chore. It is usually better to have failure cause some sort of detour or debuff as to not break the immersion. Tho that is undoubtedly more work Just my two cents Edit: thanks for talking about this
The fact that I know almost all the obscure games you mention is crazy to me. I love the Myst series (Played all 6 games and Uru), I love The Witness, and I love Fez. I slightly disagree with your definition of myst-like though cause I always thought that a game like myst would be one with one or multiple expansive (maybe awe-inspiring) worlds full of mystery. I guess I took that away from my experience with myst more than the puzzles.
Do you plan to have other characters to interact with for the story? Like the main character's friends or just random people they find. Then there could be a paranoia aspect where you don't know who to trust. Some of your friends might be betraying you. Then again, some friends might just disappear like they never existed with some data moshing. And no one remembers them. That could be an interesting aspect that could be fitting with the tone
One thing I was wondering about: have you considered to built the levels on "real scale" instead of "video game scale"? From looking at the trailer it looks like the doors and ceilings are at least 3.5 meters tall. I know it's pretty common in third-person video games to make the world a bit bigger to accommodate the camera that's flying behind the player character, but your unique fixed camera perspective could allow more claustrophobic "real scale" levels.
With your, "New school tank control" method, is it safe to assume that it will function similarly with Mouse and Keyboard? Forward and backward with W+S, side strafes with A+D and mouse motion will turn the player characters? I really like the concept of it. It seems like something that can be fun to get used to and explore creative solutions to navigation
it might be worth referring to system shock 1's difficulty settings. the game has independent difficulty settings for story, combat, puzzles and cyberspace, with the highest story difficulty adding a hard time limit you have to beat the game within. i think something similar would allow you to strike a nice balance between people who want the tension provided by a time limit and people who just want to take their time with things. given that the game's intended to be completable in a single sitting, i don't think it'd be *too* snide to restrict the best ending to the time limited difficulty. it's a mystlike anyway, once you've played through once, you should know what you're doing to finish it within that limit to see the best outcome
( )
Wishlist GANGSTALK!!!
I did that the day the trailer dropped! I'm stoked for its release.
sir yes sir!
There’s a UA-camr named “Not the Future”, they have a series called “Mysty” where they play Myst-like games. That could be a good source of myst-like game dev ideas
stop FOLLOWING ME stop FOLLowing me STop
Really looking forward to seeing this idea get fleshed out
Dog bless King Kmac
Hell yeah buddy!
It’s weird to think that when “202X” was first being used it was referring to a semi-distant future but it’s just current day now.
@@Everfalling didn't Mega Man 2 take place in 20XX?
I remember when "200x" was a decent obfuscated semi-distant future haha
@@MFKitten I miss 199X too.
@@ikagura hell yeah
@@ikagura 199X was by far the most ridiculous. For most of those games, it would've been a future less than 5 years out lol
I know you have your own idea for the hi-viz jacket, but I'm all for a story where this urban explorer wore hi-viz to basically sneak in in daytime when there's workers and security guarding the city. But they get stuck , the gate gets closed and patrols shoot on sight - the only option is to venture deeper into the city.
7:04 I think this could be called helicopter controls, as the closest real-life analog.
One stick for lateral movement, second stick for turning and height control.
Edit: @_kalia suggested hovertank controls, I actually like that one more.
Helicopters have cyclic control, which is where every blade is rolled to different extents depending on their yaw relative to the helicopter, which lets them move any compass rose direction, and collective control which is when they all turn collectively to control height. So basically there should be one input for xy and one for z
you could add photomode and not break gameplay by having the in game cam act like a real life disposable camera, then make the photos you took only accessible via a main menu option. that would add a lot of interesting outcomes as you cannot see exactly what or where you take the photo until you are back at the main menu where it could be revealed that you took a photo of a monster without realizing how close it was to you, ect.
I hope this makes sense..
Modern security cameras also have "classifier" overlays, colorful boxes that surround objects the system believes it can recognize. It would be very spooky for them to react to both increasing data gathered on the player, and when they are recording impossible things.
Okay this would be a really cool addition
Can you imagine how terrifying it would be to be the only classified thing on a camera view, then to have another box with an undefined name pop up somewhere nearby? With nothing there to see?
I love the term Myst-Likes
So do I
I'm for anything that gives Myst more recognition with modern gamers
Not sure I do - it seems to me to limit a genre to something that gangstalk isn't - i.e. point and click, or smooth walking with no death or imminent danger.
@@C.I... I think you missed the point by focusing too much on Myst's mechanics, look at the other examples that were given before that and the pattern is clear. They're all games that centre exploration in order to uncover a mystery, with a heavy focus on environmental communication of ideas central to either the game's puzzles or it's story. It's not about a set of mechanics, it's about an experience, and to me that is exactly what a genre named after Myst should be about, because Myst was a series all about exploring an otherworldly experience.
@@3lloGuvner HAHA you brought me the BLUE HYPERLINK and now you take my place, TRAPPED in this webpage for ETERNITY HOHOOOHOAHAHA HEHEEE
permadeath and timer sounds really good, although it can be a bit of a turn off for a lot of peole. “What I have to play the whole thing again to get to any ending?”. Have you thought about giving some kind of “satisfying” ending even if player fails. Something that gives player a feeling of this was story of trying and failing. I really love when a game that has permadeath/time limit treats even the unsuccesful attempts a full story (Pathologic comes to mind, that handles death in such an interesting way especially if you die a lot). Looking forward to the game itself.
Yeah! If you hit the permadeath state in the game there will be a special ending, but it will be a very bad ending!
what could be cool with the time limit of the game, is that the camera quality degredes over time with an lower resolution or more datamoshing. maybe that the cams stop working at one point al together. but you could still move around since its just the cams. this forces the player naturally to progress fast
Please DO NOT add a time limit, I stop playing any games that have them because they are the antithesis of exploration and discovery. If you really really feel you need to, I would just add it at the "end game" where you have already explored or discovered everything that you need to
I am not sure horror games were made to be explored... Quite the opposite actually...
Maybe a soft timer would be a better fit, where there are periods of increased danger. Like nighttime in Dying Light or Dragons Dogma to a lesser extent.
Or having the datamoshers detect the player if they spend too long on a singular camera.
Something to increase tension and get the player moving, but without just hitting the breaks on a run. Exploration's important, but it wouldn't really match the game if you could chill out and explore at any pace.
Bro clam down
agreen
Having an option either to opt into restricted time, or a free exploration mode for more casual play would be a nice compromise if it were simple to implement.
I've heard people refer to what you call Mystlikes as Riddle Games, named as to contrast them against Puzzle Games.
While Puzzle Games quickly set up their rules and then have you solve puzzles within those rules, Riddle Games have questions and solutions that emerge from the combination of exploration and vague hints or riddles, where learning the rules is the main source of dificulty.
my only worry is motionsickness from camera movement/switching and as the datamoshers move. The disconnect between your control interface and the way your brain expects your character and screen to move is the biggest thing that causes motion sickness.
The video kinda got messes up when you answered what happens when u get caught. might want to reupload, youtube's got some datamoshing on there
weird... What I was trying to say was that when you get caught yơ̸̻̹̋͌̏̈́̚̕̚ò̴̹͇̣͔̻̫͉̦̖͂͜ͅö̶̡̞͔̥̠͕̲̪̣͖̂̔̑̑͂̈́̕͠o̸̧̯̭͇͇̮̲̦̍̍̆̾̈́͂͘ù̵͙̹̜̝̼̺̝̙̘͆͝u̵̡͆̑̽̒͑̀͗̒̀̏̈́͘o̴͇͔̠͍̦̒́͗̾͛̄ű̵̧̟̭̱̒̌̂̒͝͝ǘ̴͉͓̪͈̩̲̭͕̹͒̏̋̄̈̄͜ȏ̶̡̤̝͙̱̯̰̠̘̫̬̞̔̑̏̂͂̀̆͠ų̸̧̖̲̮̰̳̟̺̰̔̐̈́͛̈́́͘͠ù̸̧̨̘̺͚̓̇̑̏̋̐̕͝͠͝͝
@@Jam2go I can't hear you! Į̶̢̧̡̹̝͇̲̲͖͍̯̺̬͔̺̳̥̥̰̹̯͎͇̜͔̭̘̱̫̝͒͛̎͋̊̍̈ͅT̶̢̧̳̲̻͈͕̥̘͉͈̞̰̜̗̼̝̫̘͔̖͇̖͍̜͙̝̳̫͖͍̜̻̗̼͔͇̦̩̜̀̐̌̀̋̕͝ ̶̛͙̯͙̓̎
Ş̵̧̢̞̬̫̙̫̮̜̤͉̲͖̰̺̙͙̗͈̝̺͎̜̝͙͔̦͙̘̯͈̟̠̲̤̻̙̬̄͛̑̃̿́̀͑̉͐̓͗̅̄͘Ǫ̸̢̢̛͈̞̗̥̹̣͚̘̼͈͔̥͈̺͇͕̹͇̟̟͉͇̮̮̖̟̤͍̈̈́̑͛̈͆͋̒̓͋̔̓͋̑̃̓͗̌̀̋̿́̀̈́̆̈͊̎̑̍̆̌̿̕͝͠͝ͅŲ̸̢̛͔͇͚̝̳̻̮̝̔͒̈́́̅͛̓̌͌͐͌̉̐͛͗̌́̂̈́̂͊̀̾́̐̐̉͊̑̚͘̚͝͝N̴̜̰̩̦̤̮̘̩͓̮̗̯̜̲̮̠͔̙͎̬̤̫̩͇̋̽͒̿̊͊̐̽́̈̑̏͌̿̔̄̄͊͗̿͐͒͘ͅͅḐ̶̧̧̨̧̨̺̲̟͍̳̝̝̬̗̬͍̤͔͕̻͈̥̺̤̖̮̮̥̳͎̾̐̀́̿̊̆̔̈́̄̽͛̄̾͗͆͛̽̊͌̓͗̌̈́̐̿̑̃̀̀̈́͘͜͝ͅS̴̻̻͎͍͍̗̘̭͓͉̥͑̊̿͛̇͌̌̇̏̈́̅̉̅̓̄͛͘̚̕̕͝ ̵̧̛͓͇͚̜̙̣̥̭̘̮̣̐̄̅͐͂̇͋̔̋͒͊́̄͊̍̀͂̐͆͑̀̆̋́̏̈́̿̽̔̏͒̍͛͜͜͠͠͠͝͝͝͠L̷̨̧̧̨̨̧̛̛̫̪͇̮͉͓͚̞̰̗̪̮̤̗̫̗͈̲̙̼̣͖̤͎̺̜̠̝̅́̾͗͌̀͆̒̐̇̋̈̈́̽̈́̑͋̈̾͊͂̀̊̈́́̈́͐̾̋̌̐̃̓̀̚̕͜͜͝ͅI̶̮̝͙̺̹͎̫̙̬̫̩̬̔̌͆̎͗̚ͅK̷̡͔̮̞̫͚͓̬͕̫̭̯̖̹̆̋́́̍̍͂͛̇͊̎͛͑̍̇̈́͛̄̋̊̆͒̓̆̓̆͘͘͜͠͠ͅȨ̶̡̢̨̡̢̛̠̥̱̗͓̤̞͚͉̫̻̪̻̫͍̬̮͇̦͚̪͇̠̗̃͛̊͊̋͑͜ ̶̡̨̡̢̜̺̲͖̗̣̼̞̦͓̖̪̭̘͖͖̘͙͖͓͐̽̔͛̃͗̓̆͊̓̓͋̾͗̔̓͠͝͝͠ͅY̶̡͙̻͖͉̪͉̥̠̭̺̞̠͓̘̠̩̒̆͊͑̀̊̋̏̔̔̿ͅǪ̴̨̢̧̧̛͕̟̼̝̳͎̖͓̙̗͈͉̦́̋͛̐̓̃̎̾͆̔́͊̊̒̽́̍́̾̆͗̿̌͋̈̃̆̿͊̚Ů̷̢̢̠͈̞̺̗̣̰̲̠̟̫̒̇̒̍͊̍͆̋̌̔̂̑̉̓͆͗͂̓́̃̐́͊͋̽͛͛̈͗̾̓͂̂̈̂͘͘͜͠'̷̨̧̨̛̩̼͇͍͔͔͚̜͔̞̩̙̖͚̬͇͍̦͎̱̺͙̠͕̰͉̤̝̼͍̬̮̘̖͖̠̹̼͎̿͆̑̏̍̈̎̀́̏̏͆̾͌̎̄̑͐̔͂̽̄͛̋̾͑͐̍̕̚̕Ŗ̴̡̛͈̘̜̥̣̠̣͍̝̪̻̲̲͚͚̖̙͛̍̂̔̓̒͐͗͂́̾̍̿͛͐͛̾͒͛̎̂̂̀̂̿̅̄͗͐͋̈́̄͘̚̕͝͝͠Ȩ̶̧̛̛̦̟̝̱̪̱̣̜̱͙͈̘̲̰̦̠̩͍̍̀̈̃̇̂̂͂͆͌͗̂̆̐͆̒̀̊̀͌̂̍̅̉̌̎̈͐̋́̚͘̚͝͝ͅ ̷̖̙̱͕̤̮̻̩̅͆̋͗̉͂̓̄̃̐̌̇̓̈́̊͒̃̌͋͜͝T̴̨̞̻͍̠̯̭̩͓̻͈͓̗̣̙̥̪͊̕͝ͅͅͅḀ̵̢̡̢̛̘̮͈͎͉̳̭͖̲͇͙̼̫̭͖͚̲̜̠̱̆̀̃́͗͆́̈̆̑́̄͌͛̚͘̕̚͜͠L̸̛̲̫̗̪̹̤̣̞̲̙̠̀̎͋̄̈̍̄̑̂͋̆̾͒͗̾K̵̨͖͎̙̠̰̑̇̏͛͌̄̆̊̈̄̀̆̔̀̍́̈́̽̈́̽͒͒̄͛͐̍̽̀̈́̓͆̌̂̉͛̀̉̌͌͠I̶̛̜̪͎̰̻̤̯̤͙͓̯͕̙̻̩̗̬̖̜̿͗͊̋͗͂̇̽̄̽̎̍̈́̃͊̉͆̃́͊̈̾̚͜͠͝͝ͅN̴̨̨̢̢͓̖̲̲͕̟̥̞̖̼͚̣͇͚̤̜̱̠͇͎̹̟̥͙̪̲̙̈́͛̽̋̈̀̈́̽͋́͛͋͆͆̚͠G̴̢̡̨̢̻̮̞̦͓͓̹̬̝̦̞̫͖͎̥͎̩̥̗̖̟̱̯͍͇̟̪̒̾̇̋͆̍̏̉͗́̀͑̐̚͜ ̸̢̨͔̰̪̱̼͓̹̭͓͎͈̦̫̭̗̝̼̠͚̬͓̟̭̑̿̓͂̊́̽̂̈́̈̈́͛͛̄̚̚͜͜͠ͅT̶̨̨̡̛̛̼̼̤̭͉͔̖̦̮̲̬͎̯̼̠̼̝̘̭͇͙̰̖̙̘̬̫̞͚̟̦̭̜͚͛͋̓̇͐̔̆̓͆͒͆͌͊͛̅͊̎͒̄̿̌̃͆̆̂̂̿́͒̐̔̓̏̂̈̾̏̃̉́͝H̴̨̢̤̑̊̍́͐̾̊̒̿̾̋̊͝R̷̡̡̖̬̼̘̙͚͙̘͔̦̖̩̗̠͈̈̆̋̈́̈̒͛̊̋̒̊̄͌͑̌͋̾̔̾̉̓͊̇̑͋͊̓͊̓̄̊́͊͒́͒̚͘̚͘͝Ơ̸̛̜̺̹̙̇͂͛̃̇̓̑̑̈́̎̊̽͗̈̄̈́͆̓̂́́̎͆̿̒́̒̏̽̕͘̚͘͠U̶̢͔͓̠̞͍͓͙͙̮͈̱̜̙̩̣͉̹̠̦̥̖̣̱̟̰̘͇̙̾̇̿͐̎̈́̒͜G̸̢̡̧̡̲̯͕̠̞̙̘̼̯͈̙͉̺̖͍͕̗̏͆̾̚͜ͅH̷̯͗̑͗͗̏̈̅̂́͗͑͌͛̓̀͘͘͠ͅ ̷̛͖̣̙̫̯̭̬̮̳̺́̑̈̈̏́͂͂̄͆̔̊́͒̾͗̿̓̒̎͛͒̕̚͘͜͠͠͝͝͠A̸̛̭͍͔͙̺̬͙͍͒̽̅̿̀̓̈͛̒̑̿̏̑̈́̃͛̇̌͊̑̄̆͐͝͝ ̸̛͍̤̭̣̖̞̤͉͗̆̋̈́͐̋͂̇͆͛̓̄́̊̉́̌̿̄̈́̉͛̂́̌̐̀̍̕͘͠Ļ̵̡̨̝̲͍͕̖̹̣̹͈̬̗̳̹̪͎̲̟̻̱̲͍̦̏̍̿̆̽̿͛͛͌͜͝ͅͅO̶̢̨̢̧̹̪̲̬̻̙̻̙̩͖̭̯͍͉͎͔̙̞͈͉̗̝͖̺̹͍̼̻̥̝̞͎̝̩̳̜̊͊̈̊̀̎͘͜ͅŅ̵̯̤̲̙̦͖̤̥͍̠͇͐̌̒̒̾̀̍̑̓̊͐́̈̎̄̃͐̅̋͂̾̈́̂̔̇̐̋̆͛̃͘̚͠͝͝͠G̶̛̖̲̼͙̈̈́͂̉̍̑̑̈́̌̈́̽̋͗̍̉͐̊͐͗̿̆̚̚͝͝ ̵̢̢̨̫͎͈͔̩̺͚̼͇͍̬̗̜̮̼̤̗̲͎͕͇͓͇̱͔̥̺̮̪͍̻̫̟͈̑̅̑̓̄̔̽̍̿̏͌̅̐́̊͊̍̉̍͛̑̕̕͝͝H̷̡̛̛̞̦̟̞̰̼̱̜̪̜͇͙͍̘̉̓͂̀́͌̒͑̓̈̊̅́̓̈́̔͆̓̆̄͗́̓͌͂͒̂̓́̌̈́͘͘̚͠͝͠ͅA̸̧̢͈͚͓̻͉̜̥̻͍̲̩̿͑̉͂̓͂̎̿͘͜L̴̢̨͚̳̣̟͇͍̬͕̮̞̬̱͖̬̯̀̓͐̽̔͂͐͆̊̌̈́̇̿͝͝͠L̵̨̛̛͕̜͍̬̫͙͖͚̟̟̟͔̭̝̪̿͑̆̿͌͋͌̅̄̃̈́̄̏̈̈́͌̈́̏̑̈́̅͗̆͂͌̅̽̔̇̈́̅͒̇̎́̐̐͝͝͝͠W̴̨̗̟̌̃̾́̏́͂̇A̶̧̨̨̡̧̛̗̮͇̩̖͈̣͍͔̟̙̟̹̣̤̟̬͉͚͓̹̩̩̙̙̲̲̓̒̑͐͑͐̓̿͑̓̅̀̽͌̋̆͛̄̈́̽̚͜͜͝͝ͅͅỸ̵̧̡̡̢͇͓͎̝͈̜̫͎̲͇̙̟̘̙̼̳̘͖̰̰͔͔̯̳̣͈̮̻͖͉͓̭̞̗͖̄̈̒̾́̄̎̓̍͘͜͜͝ͅ
@@Jam2goThe comment kinda got messes up when you answered what happens when u get caught. might want to rereply, youtube's got some datamoshing on there
@@jc_art_ ỹ̷̢̛̠̯̙̝̥͙̦̠̭̳͚͍̮̜̯͍̋͋̂̄̇̀̆̐̀̾̏̌̌̽̓̏̈̆̒́̈́̽̄͒̋̇͐̏͒̓̓̌͒̏̀͋̍̈́̈̚̕̕̚͝͝͝͠͠ͅo̴̟͔̞͖̞̫̪̦̙̣̲͋̅ơ̶̧̭̘̤̪̝̬̫̗͍̻̙̣̗̪̥̭̙͈̠̞̟̪̭̳̼̙̓͂̐̏̄̀̉̿̋͆́̈̔̊͂̈́̍́̈̑̓̂̒͒̾̀̓̅́̏͒̈́͘̕̕͘͜͝͝͝͠ͅǫ̶̜͉͎̯̮̹̬̣͙͉̹̯͕̠͇̙̯͔̯̻͍̱͈̼͎͇̼͖͊̓̎̆̈́͂͜ͅơ̷̛͖̞̞͉̜͉͈̽̓̓̓̇̀̂̅̎̎͛̈́̇͊͂̌̇̉̐̂̿̇̎̀̈́̍̕͘͜͝ő̷̢͓͙̜̖͍̠̯͍͔̼̗̥̪͓͓̂͒̀̄̕͜͝ͅͅo̶̢̢̯͉̼͖͚̰̭̮̖̗͙̪̳͎̖̞̣̥̭͇͈̣͉̼̗͓͎̹͉̊̈́͌͆͌̓̈̑̊̇͐͒͘͜ű̵̧̪̰̭̫̞̟̱̪̣̲͕̩̣̤͇͒͌͌͋̉͛̊̌̚̕͜͝ṵ̶̧̧̢̧̬͇̞͓̞͎̱͈͓̪̥̣͓̲̙̞͇͚̩̞̼̬͎̪͙̼͖̯̜̲̙̪̼͉̈͐̃͋̔̈́̀͂̒͆͆͛̓̐̆́͝͠ͅu̸̧̧̧̙͚͈̘͎̭͓̻̱̭̻͕̬̺͈̹͓̹̲̦̘̩͎̼̰̳̯̲̹̝͚̠̺̹͖̫̖͕̺͈̦͕̐̀͐̔̇̓̃͂͑̀̂͂̓͜͜ͅű̵̢̡̡̟̼̖̞͉̱͇̫̼̻͎̝̰̰̭̖̝͇͙̻͍̞͎̹̦̺̖̲͕̟͈͑̍̇͑̾̑̾̈̉͊̾͋̅̒̉̈́̋́͋̐̍̄̉̈́̓̀̐̏́̾̃̈́͐̒̅̉̆̏͒̍͘̚̕͜ǫ̸̡̡̙̣͕̟̟͍̻̰͔̱̯̬͍̝̣̱͙̪͉͓̰͍͕̤̥̲̯̦̣͚̣̬̐̾͐̀̂̆̾͌̕͜ͅu̶̢̡̙͚̙̘̠͈̭͚̭͚̼̫̩̣͔͈͇̝̰̞͈͇̮͚͖̼̻̠͙̥͍̹̫̫̲̥͇͍͕̻̬͆͌̊͒͛́͐̔͂̈́͋̉̔̑̕͠͝ǫ̵̨̩̺̘̺̙̦̩̻̫̟͉̟̺͕̬̹̤̳̮͔̗̫̯̠̪̥̤̫̫̰͕͔͍̘͍̯̙̠͉̜̯̌͑͛̉̽̃͊͊͗͌̋̋́̿̽̈́̂̍͛͋̚͘̚͝͝ͅͅư̶̡̢̢̛̖̖̫̲̘͖̟͙͎̻̺̠͔̠̼̭͙͍̠̩̥̼̟͉̞̬͉̼̤̱̎̿̒͊͑̈͒̀̉̇̈̔̈͊̒͆̇̽̊̾̌͝ͅo̷̡̡̡̧̧͔͇̗͙̣̲̝̼̠͇̻̰͓̫͔͇͖̻̥̺̬͍̱̜͖̘̱͙͈̔̐͒̂͊̊̇̌̾́͐͐̓́͆̏̂̊̓̓̃̋̎̚͜͝͝ų̵̡̨̼̻͕͈̞̤͙̣͈̼̲͙̮̫̣͍̮͈̥͉̬̯̬͖̩̭̱̰̤̊̋̂̌́̉͗͂̽͜͜ͅơ̸̧̧̨̢̢̟̘͎̬̭̥̩̥̗̞̝̮͓͈͚̠̺͈̤̣̮̖̗̩̦̳̙̯̰̟͌͜͝ư̶̢̨̧̢̝̭̳̣̹͙͓̣͕̰̣̪͇̞͉̫̖̰͉̤̙̲̥̼̯̺͖̝̫̰͖̞̤̮͙̼̥̰̩̩̓̅̀͂͆̆̆͌̋̈́̓̑͐̋͊̀̔́͛̀͒̅͘͘͜͝ͅͅͅō̴̡̢͇̘͇̥̙͇̟̤͕̗̭̱̺̻̱͙͉̻̣̣͎͗̅͂͐̈̆̋̋͒̎̃̿͘͜͝u̴͚̱͈̯̰̠̯͕̔̓̅̕͝͠
@@Jam2gosomeone said that they stop playing permadeath games because they are the antithesis of exploration, they suggested making it a mode and having a bit more casual mode that still motivates you to move with less punishment or a lack of a timer, with one of their concepts being if you’re visible on one camera for too long, the datamoshers will automatically head to you.
There should be certain obvious dead zones where no cameras can see the player, and they are special places that you need to learn how to navigate
it's so obvious now, the 2 in jam2go stands for 2nd person game
the goggles kinda give off wrench from watch dogs 2 vibes and i’m all here for it
Dude! I’ve been making a Mystlike for a last year. No combat, knowledge based progression, and I have that time limit you talked about that once you run out of time you have to restart the game. It was so weird to hear you describing my game perfectly haha.
@@zacharykirby7543 when you finish it, I'd love to check it out.
That "shelved idea" looks interesting....
HOW HAS NO ONE THOUGHT OF "MYSTLIKE" AS A GENRE TITLE FOR THIS KIND OF GAME. you are a genius. you've completely wrecked my world lol
Huge fan of indie games being developed like this nowadays, it's always so nice getting to see exactly what goes into what you want to play, and the ability for prospective players to give feedback on the game and point out things that are easy for a creator to miss is a huge plus.
is that an oneothrix point never cap?
Nice, one of my major issues with many non-run based games I've played is that death is inconsequential, this """lite permadeath""" I'll call it is a great solution I reckon.
(Also seeing a couple tracks off Geogaddi in the playlist is getting me very keen for the OST!)
Yoooo, a Jam2go video for the ride to work!
The security camera perspective is a great idea, your character is always being "watched". Also old school Resident Evil vibes
In a game where "they" are watching, it would be interesting to try and break the fifth wall...
random idea i had since i keep thinking abt this game is, what if as you explore deeper/older areas the cameras slowly get worse to show progression and to rise tension, the idea for different broken cameras scattered around is a really cool opportunity for glitch art too
and what about fallen and or subtely miss-placed cams.
@@alexlambert8440 or something of interest thats just out of frame since the camera wont turn that far
I'm just imagining an end game twist like in Myst. The ending of Myst was what stuck with me the most; fun to play, great puzzles, and a hell of a conclusion.
Well, that one specific ending of the game, that is.
11:35 since its psychological horror, this could be a great way to explore paranoid schizophrenia and how it affects people's lives, since its already centered around paranoia and conspiracy theories. You could add some sort of twist such as it ending sort of like with Silent Hill, where the main character has to confront the trauma they've been through and the fact that the "stalkers" aren't real. As someone who is diagnosed with schizophrenia, I'd approve.
everything about this only made me more hyped for the game, though i'm just as excited to see the game dev videos too! playing Kitten Burst made making a game solo seem like much more of an plausible thing and now i've been slowly trying to learn unreal engine for an idea that's been rattling around in my head for years now. i totally get what you mean about having that one scene in mind that justifies making the whole thing, i'm excited to find out what that is in Gangstalk because that moment in Kitten Burst definitely made me a lil emotional
So excited to play this! I really love your way of storytelling in Kitten Burst and in your other youtube videos, so getting to experience another narrative by you is an absolute treat!
visuals are peak man. excited for this. remind months from now when it releases with a algorithmically optimized video on my feed.
Do you think rendering this game at lower resolutions could help with performance? Lethal Company does that so it can use Unity's HDRP shaders, and I could see it fitting into the CCTV visual style.
That could work, i'd need to test it though and I would want the non-CCTV cams to be full rez
I dont normally play horror games but the concept on display is so unique and engaging that I'll have to give it a go anyways. Love the process videos, too!
Wishlisting now. This game has a lot of potential; just from hearing you talk about it I can FEEL the potential radiating off of you, looks sick. This is just an idea I had during the video, but I recon that an urban explorer/hacker dude might like to listen to music while exploring these places. So maybe there could be an instance where he connects into the store’s speakers and starts Jammin to some groovy shit, this could happen before a cool visual set piece or wind down period to release some tension; with there being this freaky ass moment where the data moshers switch the aux after a while to some super stressful high intensity music over the speakers and throw the player completely off kilter while they suddenly start getting chased. Take it or leave it, diegetic goober nonsense
Really excited to follow you along your way to the finished game and then playing it obvs. Take care and best of luck!
This looks really awesome! As a suggestion for the playlist: considering there's already some OPN in there, imo his track "Still Life" really fits the atmosphere you created!
as far as the soundtrack goes, I'd definitely suggest looking into some of the microtonal type stuff that Sevish does, maybe even get in touch. It can be extremely unsettling
I love how ambiguous of a final theme you landed on. So stoked to see this unfold. Everything so far is beyond cool.
i love it when media does a good job of capturing paranoia/unreality/ect because it makes it a lot easier to give folks a taste of what life can be like for someone who has those strongly. whenever i need to explain dissociation to someone i just send them episode 1 of lain and it's like "yeah this is about how it is"
I see this and all i can think about is Rockstar’s Manhunt. Your visual style and camera placements would absolutely destroy and be a must have for next gen consoles if they did a Manhunt Remake/Reboot.
My buddy asked me why i havent gotten a PS5 and i told him its because i havent seen anything new and fresh or really mind blowing. This however has me hopeful for the future of games.
im so glad i stumbled across this channel a few months ago. i absolutely cannot wait for this game! as a diehard horror fan im looking forward to seeing how you can apply horror to surveillance. please make it as scary as possible 😮💨😮💨
I really hope theres some sort of acrophobia part like dyingllamas vids because i can just imagine the stress of tight parkour or climbing of some degree while something is following you
also im really excited for this game and this is probably the first time ive been excited to play a horror game!
the music you use is just scratching my brain in a very good way
This is so wonderful, you really demonstrate how shaders are an art form all on their own. Love the effects on display, even down to the light stripes from tape-overs on the CCTVs. Great stuff
How nice of you to make a game about my life.
I'm so here for the soundtrack - ambient horror is such an underrated genre
So excited to see what the music is like, your playlist for this reflects some of my longest held playlist very well! Something you might want to checkout, based on the music I saw on your list, is the soundtrack for a game called Oxenfree. I think you'd like that game of you haven't played it and the music is very Boards of Canada adjacent
Maybe the photo-mode can unlock after you initially beat the game.
Also are there plans for a new game plus after you beat the game? Might help replayability. You could change up some things and mechanics. (I'm thinking about something like what OneShot did with Solstice for example)
I can't believe both of your games are going to make me cry (for different reasons).
man im excited. i really thought you were just messing around in ue5 with these demo devlogs, and I'm super happy to see that you're actually making a game outta all that :D
jam 2 go just so you know you are literally my favorite game dev to ever exist. whenever you upload i feel so happy. i can not wait to buy this game
i was jumping up and down when u showed the playlist !! u have like all my favorite music there im so happy
terminology point: i think the best term i like to use is Knowledge-Based Games
Dude, an awesome idea for one segment is the main character gets lost in a crowd, and the camera starts focussing on someone else-- but not only that, we're controlling that person until we find the main character again. Or something like that.
this sounds awesome! been following your dev experiments for a minute now thanks to the algo. any chance of a female player avatar selection or is there a lore/story reason as to why not? good luck with the project!!!! :3
Right now I just have the male character model for Cam, but a female option is definitely something I could do! I'll add it to my list!
@@Jam2go amazing
@@Lilbee730 I do! discord.gg/bwC5WsvPmd
1. for the music i'd imagine it would be cool to have like dark ambient (Kinda like the artist 'Darmi.') 2. personally i think you should add a bitcrush effect to sounds while datamoshing to give it that little glitchier effect. 3. you mentioned our problem with privacy, what if the player could use Cams phone camera to spy on him? or the phone microphone? but idk what cam pulling out his phone would do for the player, i dont know when that could be used
what you have already looks very atmospheric
I have seen your previous videos about how you make interesting effects in game engines. I will follow that project, already wishlisted on steam and followed there. Keep these unique effects and I'm sure it will stand out from other games when it comes out
omg "Pando" is absolutely brilliant
I tend to not like gamedev series because they spoil the game, but I think I'll like this one
9:31 you were like one live service away from losing me here
This looks like a sweet idea for a second person video game
again, those immersive green screen shots are so cool
Have you played Pathologic at all? The death system you mentioned reminds me of the second game.
Yes! The pathologic games are going to be a huge inspiration for this
A.G. COOK SPOTTED, rip PC Music :(
@@Jam2goomg love that!!
i feel like "company town" is a very underutilized setting for a story. also photo mode would be a good addition as a bonus for beating it in the same way a lot of games reward you with cheat codes or random "fun" options, because knowing how talented you are people are definitely gonna wanna just take pictures for wallpapers and stuff like that. ive seen a lot of really cool stuff done with the alan wake 2 photo mode, i feel like this game could be similar
I have started learning game dev during this year and hopefully at one point am able to so projects of this scale. I do have some long term plans like a horror game with specific setting I have in mind. A thing I have already wrote about the difficulty for the game is something like "easy mode = modern controls, hard/intended mode = tank controls". I personally wanna deliver kinda hard and punishing game but I also wanna give general audience experience that they expect - thus I'm most probably going to give something for both via difficulty selection. (Difficulties can affect other stuff too but I did like this idea of having control settings be part of it). Feel free to use this kinda mindset with ur games if u ponder whether to keep some "oldschool" elements or if u wanna give player more modern elements - there might be ways to give both.
lore reason cloud be the whole thing of how u can get into anywhere if you act like u belong there
Such a sick idea for a game, I wish listed instantly! Looking forward to seeing your dev updates mate.
Absolutely based choices for survival horror vs run away and hide horror btw
it's been so fun watching this evolve from the digicam video! also the playlist (and hat) is impeccable, gotta drop the last fm 👀
I like the Idea of there being a time limit and perma-death. This is a game which really justifies that. one thing that'd act as a real nice reward would be the ability to activate an exploration mode that turns both of those off when you complete the game. that post game reward could also be a good place for the player POV photo mode. but JustxKyle's Idea for implementing the photomode is also super cool
this looks really cool and i'm so glad to hear it's gotten so popular already! hope development continues to go well
maybe Cam has the jacket despite "trespassing" I don't know if they're trespassing or an employee, maybe he's a surprise building inspector going in after hours and late at night where absolutely nobody will interrupt the inspection
We love Jam2Go!
Data Mosher is iconic sounding for a monster
I'm really interested in the camera network system. On things like, how to handle this quantity of cameras with out taking fps on unreal engine.
Love to see UrbEx being used in a game's story =D
I've always thought it had a ton of potential for cool environments, movement, and exploration
It's more like drone controls instead of tank controls
one of my friends has been calling this type of game a "riddle game", to be a counterpart to "puzzle game". puzzle games are about solving problems and learning things purely through mechanical interactions (think something like baba is you), whereas riddle games are more about solving problems through interpreting signs and information in your head (like outer wilds). Sort of a physical/mental split, though there is some overlap.
Cam looks fun to draw
I friggin love the data moshing effect
Part of me thinks making an ARG around this game might be cool but it also might be, um, troublesome… lol
Looking forward to the first second person game
oneohtrix point never hat!!!!
i trust that you'll make a good soundtrack because of that hat lol
Very excited for any game that takes influence from outer wilds. I feel like it's a very underserved type of game.
Tank controls plus strafe? Hovertank controls😅
The thing about perma death in games like what youre saying this will be is they end up feeling like time loops, if i have five lives to figure out as much as i can then great i have five lives to do it better next loop, a timer will likely exsentuate that thought making it even more like playing to get as much info as i can to then go a gain and ignore all the things i know already cause i know them, you might have already thought of this but consider the ability to turn of the timer big example unsighted i loved that game with out its death timer it was still tough and a great game as for perma death that just soundd great as long as you knoebit only changes the point at which the disillusion sets in
you know what? i should consider making a game inspired by your works especially since i love the kitten burst ost ❤️
As someone who has dealt with delusion and derealization in the past, I'm very excited to play this game.
He needs to be consulted by someone who actually knows about this shit otherwise its gonna be sensationalized and weird in a bad way, to say the least imo, but he could turn it around by going all in w representation n research or by distancing the game concept from real mental health issues
Something I see a lot of horror games flop from is killing you too often. The fear comes from the unknown, so if you memorize the route you need to take and the jump scares ahead of you, gameplay goes from discovery and dread to a chore. It is usually better to have failure cause some sort of detour or debuff as to not break the immersion. Tho that is undoubtedly more work
Just my two cents
Edit: thanks for talking about this
The fact that I know almost all the obscure games you mention is crazy to me. I love the Myst series (Played all 6 games and Uru), I love The Witness, and I love Fez.
I slightly disagree with your definition of myst-like though cause I always thought that a game like myst would be one with one or multiple expansive (maybe awe-inspiring) worlds full of mystery. I guess I took that away from my experience with myst more than the puzzles.
Do you plan to have other characters to interact with for the story? Like the main character's friends or just random people they find. Then there could be a paranoia aspect where you don't know who to trust. Some of your friends might be betraying you. Then again, some friends might just disappear like they never existed with some data moshing. And no one remembers them. That could be an interesting aspect that could be fitting with the tone
Finally, a life sim game I can get behind
Algo doing it's job as usual
I'm buying this game the moment it releases
It Follows is such a great movie.
One thing I was wondering about: have you considered to built the levels on "real scale" instead of "video game scale"? From looking at the trailer it looks like the doors and ceilings are at least 3.5 meters tall. I know it's pretty common in third-person video games to make the world a bit bigger to accommodate the camera that's flying behind the player character, but your unique fixed camera perspective could allow more claustrophobic "real scale" levels.
With your, "New school tank control" method, is it safe to assume that it will function similarly with Mouse and Keyboard? Forward and backward with W+S, side strafes with A+D and mouse motion will turn the player characters? I really like the concept of it. It seems like something that can be fun to get used to and explore creative solutions to navigation
it might be worth referring to system shock 1's difficulty settings. the game has independent difficulty settings for story, combat, puzzles and cyberspace, with the highest story difficulty adding a hard time limit you have to beat the game within. i think something similar would allow you to strike a nice balance between people who want the tension provided by a time limit and people who just want to take their time with things.
given that the game's intended to be completable in a single sitting, i don't think it'd be *too* snide to restrict the best ending to the time limited difficulty. it's a mystlike anyway, once you've played through once, you should know what you're doing to finish it within that limit to see the best outcome