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  Reverend_UshankaCat_ said:
Now I'm starting to think this actually has potential! What's TWC though?

Total war center- basically site where most modders of total war games are

Jack O'Neill: "You know Teal'c, if we dont find a way out of this soon, im gonna lose it. Lose it... it means go crazy. nuts. insane. bonzo. no longer in possession of ones faculties. 3 fries short of a happy meal. WACKO!!!!!!!!"

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A first-person survival horror title with an emphasis on dialogue and locating of "found footage" tapes, running and even fighting are desperate and typically unsuccessful last resorts, at best. The overarching premise and setting of the title is a government-ordained cordoned-off council estate in an undisclosed suburban part of the Midlands in England, mysteriously closed off from public access and beyond the social services jurisdiction since the late 90's. You play as a specialized therapist named Dr. Yanaye Woolrich who (paradoxically) fancies herself both as a proponent of a gentler and more progressive approach to severe mental illness, as well as an "alienist" of aberrant human behaviour in the archaic sense. After uncovering some vague hints in psychotherapeutic archives relating to [REDACTED], housing a community of overlooked case histories, Miss Woolrich makes several well-placed inquiries and after a lengthy period of litigation and wrangling, manages to gain a confirmation from her senior colleagues to survey the estate - but only after signing off numerous legal waivers absolving any interested parties of responsibility.

 

Filled with idealistic fury that she'll find some wilfully abandoned and sad collection of victims forgotten by a pressured medical service and a political climate of financial cuts and hostility to working class squalor, Dr. Woolrich acquires the keys to the ramshackle fence demarcating the entrance to the undisclosed location in [REDACTED]. Amazed by the sheer dereliction and obvious ineffectiveness of the apparent "social containment" (as the forms so callously called it) Dr. Woolrich can't help but wonder at the undeniable fact that none of the inhabitants of the estate have left the location or sought any kind of outside interaction. She soon happens upon the collection of houses in an utterly decrepit state, aged beyond their apparent years (the architecture she guesses is late 70's, at most) and outwardly damaged into near obsoletion. Having brought the individual case files of [REDACTED]'s thirty-one occupants and families, she immediately sets off to contact any member of the community who is willing to talk to her.

She'll soon find them, and some of them will be all too willing to talk, and share with her human experience at it's most abject and untenable...

 

The gameplay itself would be very open-ended, much of the narrative and events and contacting of the thirty-one cases occurs partially random and in a non-linear way. One of the more eerie and bizarre elements of the case files in Dr. Woolrich's possession is the redaction of the estate inhabitants first names and very sparse historical/biographical notes for each individual. And for reasons that are unclear initially, each individual has been given an abstract title, vague but descriptive and typically along the lines of "The Ventriloquist", "The Coat", "The Performer", "The Swimmer", "The Mouth", etc. It's only upon researching through each families and individuals homes, living spaces and personal artifacts do you start to build a picture of the hideous and harrowing transformation (mentally, spiritually, physically) each person has undergone. Much of inhabitants lives and inner turmoils are captured on a sizeable collection of videotapes, either kept as new media journals by some of the more articulate inhabitants, or else taken by some unknown figure. However the real meat of the game involves distressing and life-threatening "contacts" with the householders.

 

Whilst fleeing and panicked "fight or flight" actions are possible and occasionally necessarily, your only real chance against the thirty-one is to establish some kind of communication with each individual, tailoring your approach according to the intelligence and behavioural tropes of each case. Some of the thirty-one are akin to deranged and disarticulate animals, and may require unorthodox and non-verbal strategies in allaying their violent tendencies. Some of them, as the story intro implied, are more than capable of speaking English and have an almost overbearing need to unburden themselves of their trauma, though they are no less dangerous or terrifying opponents. In this game it pays to take your time and really analyse the enemies motives and relationships to one another - it may be the only thing that saves your life.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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Some small and not entirely fleshed out ideas I've had recently.

 

  • I
  • Have you ever read the novel Greybeard by Brian Aldiss? It's a great story that hovers uneasily between being an elegy of mankind in it's current incarnation and a somewhat fretful optimistic account of what it might become. It's essentially a post-apocalyptic tale in which the overwhelming majority of the human race was accidently sterilised after atmospheric nuclear bomb tests. Told mainly through the perspective of the titular character Greybeard (real name Algernon Timberlane) and his wife Martha, the plot shifts between the past in which the disaster unfolded and the many social and political ramifications of it are detailed, and the future "present" in which the planets aged population live in anarchic and eccentric communities, rife with rumours of strange fairy-like creatures glimpsed in the wilderness, and a tiny number of mildly deformed children that are treated as venerated prisoners by those in possession of them. I think a post-apocalyptic setting filled with mutant children and an aging and dwindling population of "true humans" would make for an interesting premise, you could really play on the moral greyness of the hostility and tension between the new generation of youthful abhumans and their homo sapien forebears, especially if the game had a strong emphasis on survival and dialogue instead of high-octane action and combat.
  • II
  • This is a bit of a weird idea, so I hope you'll indulge me. Have you ever seen those wildlife documentaries with a particular emphasis on insects, arachnids and other invertebrates. Spiders and scorpions have elaborate courting and mating rituals, things that would defy your imagination unless you actually saw them. As if often the case with invertebrates, the males are often smaller and often cannibalistically predated by the larger females, and so male spiders have to choose their potential partners carefully and conduct strange gestural movements and signals in order to even approach females. I don't know if I'm being perverted or not, but some sort of game that included mechanics in the vein of spider/scorpion courting dances would be very interesting, it could be fantasy/sci fi orientated and actually needn't be sexual in nature - it may simply be the manner in which you defeat enemies or acquire allies. I guess the genre would be "stealth mate em' up"... :P
  • III
  • Yet another niche first-spooky "omg2spookeh" survival horror idea, I'm sorry I keep veering towards these themes. Have you ever heard of a Japanese yokai spirit called the Nuribotoke? The name roughly translates into "coated Buddha" or "black-skinned monk" and refers to its hideous appearance; resembling a black-fleshed bloated corpse with dangling eyeballs, a psychotic grin and occasionally a catfish's tail. According to legend they are said manifest in family shrines that are neglected or otherwise abandoned, one interpretation citing that the Nuribotoke is a grotesque and spiteful corruption of a previously benevolent household spirit. I think some sort of investigation game set in modern times which involves the player entering into Nuribotoke-haunted premises and appeasing the creatures would be awesome.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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I think it's about time this thread made a comeback. INTERNET NECROMANCY ACTIVATE.

 

  • I
  • I've been reading an excellent novel titled The Long Way to a Small, Angry Planet by the author Becky Chambers. She's extremely good at conjuring up a vastly intergalactic multispecies setting, but then drawing the plot and narrative focus onto the intimate relationships and cultural complexities of the various alien characters in a way that sates both my exobiological curiosity and imbues it with profoundly humane drama. I'd love to play some sort of story-intensive sci-fi game taking place on a mercenary/wormhole navigating/asteroid mining/medical/multipurpose spaceship where the the emphasis is less "save the universe from cataclysmic doom" and more "try to get by with your job and get along with everybody". Having played No Man's Sky and unlike many actually quite enjoyed it, despite it's tragic shallowness and overreaching ambition, I think a game with a much more inward-looking scope of a small multispecies crew onboard a ship could have a lot of potential. There could be tension, threats and overarching dangers along the way but your best means of survival has less to do with shooting everything ala-Doomguy and more to do with your ability to bring the best out of your crewmates with their many talents - and flaws. The game would be a lore addicts wet dream, with details aplenty about the numerous species, settlements, planets and organizations that exist out there to be visited. The real meat of the game would be more dialogue intensive though, with the entire crew of between five or twelve individuals being playable, your open-ended aim being the forming of friendships and dealing with the fallout of disagreements and personality clashes despite cultural and personal differences.
  • II
  • Speaking of INTERNET NECROMANCY, I sometimes enjoy perusing those so-called Geocities resarch Tumblr blogs that dredge those old bits of the internet you thought were dead. I like the idea of a horror game that mimics the visual and display aesthetics of those earlier website creators, but takes place is some horrific disembodied dystopia where the damned attempt to emerge and express themselves via internet aesthetics and somewhat outmoded digital imagery.
  • III
  • Some kind of open world grave-digging RPG, essentially Skyrim set in a planetwide necropolis, with a dungeon synth Burzum-esque soundtrack and with a heavier emphasis on avoiding a direct fight with enemies. I'm quite keen on the idea of fantasy settings where human beings are either in decline or otherwise a less dominant force in their world. Humans, like all "unentropic" life in this world, have a fraught and complicated relationship with the "ecology of atropal life" that high-form undead intellectualism utilizes to distinguish themselves from the diaspora of living sapients that share their environment. It's a relationship that has sometimes resulted in oppression and abandonment of the unentropics by the atropal (i.e. effectively undead by human standards) races that largely influence the cultural and geopolitical landscape of this necrocosm (Necrocosm or Vekqocosm [for the more etymologically arcane spelling] would make an excellent title for the game, come to think of it) but in the contemporary aspect of the game the relationship between the unetropics and atropals resembles a highly contentious and uneven "first and third world" spectrum, in which the majority of living races suffer major social problems, lack of organization and poverty whilst the high-form undead races have the overwhelming access to wealth, resources, equality and are thus tend to be more cosmopolitan than the unentropics. There is still more morally ambiguous and diverse contact between living races and the almost equally denigrated low-form atropals, who battle against the stubborn hierarchies of unliving order.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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I'm working right now on a Half-Life mod where, well, I'll just give you the readme summary.

 

  Quote
The mod starts on a train to a crowded university campus at night. You are Claude Leopold Atkins, an 18 year old filmmaking student attending Freeman University, a beacon of activity and new life in an otherwise run down, ramshackle Tennessee university town of 17,000. The town's inhabitants are very diverse, everyone has something to tell. Maybe too much. There are rumours among the more superstitious students that the town folk aren't exactly 100% . . . human. The rumour comes to you, and you decide to investigate, bringing along the friend who told you, Rodney Douglas. But you soon find out things you should never have, get into the thick of a familial struggle, and it becomes a fight to survive as the townsfolk turn on you, calling in the local police and even the military. You must fight to survive, get out, and tell whoever you can what you find before it's too late.

By the way, "Freeman University" is coincidental and refers to Morgan Freeman, since, you know, films.

 

There's not going to be as much gunplay as in Half-Life, it's more like Strife. But still, there will be a couple weapons: revolver, MP5 (modified so that it has a 30 round magazine and shoots in bursts), and shotgun. Plus, your friend Rodney will be a permanent ally (at least, as long as you don't let him die, and trust me he can die) and will have the ability to upgrade himself with most weapons left on the ground.

 

I'm still working on the other game as well, but I've moved laptop recently and lost a lot of the files. Still, I wasn't that far into development, so it should be pretty easy to catch up.

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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  longliveprose said:
I'm working right now on a Half-Life mod where, well, I'll just give you the readme summary.

 

  Quote
The mod starts on a train to a crowded university campus at night. You are Claude Leopold Atkins, an 18 year old filmmaking student attending Freeman University, a beacon of activity and new life in an otherwise run down, ramshackle Tennessee university town of 17,000. The town's inhabitants are very diverse, everyone has something to tell. Maybe too much. There are rumours among the more superstitious students that the town folk aren't exactly 100% . . . human. The rumour comes to you, and you decide to investigate, bringing along the friend who told you, Rodney Douglas. But you soon find out things you should never have, get into the thick of a familial struggle, and it becomes a fight to survive as the townsfolk turn on you, calling in the local police and even the military. You must fight to survive, get out, and tell whoever you can what you find before it's too late.

By the way, "Freeman University" is coincidental and refers to Morgan Freeman, since, you know, films.

 

There's not going to be as much gunplay as in Half-Life, it's more like Strife. But still, there will be a couple weapons: revolver, MP5 (modified so that it has a 30 round magazine and shoots in bursts), and shotgun. Plus, your friend Rodney will be a permanent ally (at least, as long as you don't let him die, and trust me he can die) and will have the ability to upgrade himself with most weapons left on the ground.

 

I'm still working on the other game as well, but I've moved laptop recently and lost a lot of the files. Still, I wasn't that far into development, so it should be pretty easy to catch up.

I do hope you keep us updated about this Mr. -liveprose, but at the same time I know how these projects are, no so pressure! :P Your synopsis definitely hints at some sort of Shadow Over Innsmouth vibe.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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  Selfsurprise said:
  longliveprose said:
I do hope you keep us updated about this Mr. -liveprose, but at the same time I know how these projects are, no so pressure! :P Your synopsis definitely hints at some sort of Shadow Over Innsmouth vibe.

Update #1: dead laptop. Not much to cry over, it was a Lenovo. Still, a major hindrance.

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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  longliveprose said:
  Selfsurprise said:
  longliveprose said:
I do hope you keep us updated about this Mr. -liveprose, but at the same time I know how these projects are, no so pressure! :P Your synopsis definitely hints at some sort of Shadow Over Innsmouth vibe.

Update #1: dead laptop. Not much to cry over, it was a Lenovo. Still, a major hindrance.

icon_lol.gif That's less of an update and more of a snag, but I appreciate the comitment to your audience.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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  Selfsurprise said:
icon_lol.gif That's less of an update and more of a snag, but I appreciate the comitment to your audience.

I thought it would be something of note.

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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Update #2:Project 1's source is still lost, but I know it's somewhere in my Google Drive. Project 2's development has started again since I've dug out a ThinkCentre desktop. While it is unfortunately also made by Lenovo, it does have major backing by IBM, so it should pan out better. I've made the first couple assets, like textures and sounds, and I'll start code first thing tomorrow. I'd say I'm 1% done, and it'll release sometime in 2019 if I don't hit another snag, or worse, get another ex-computer.

 

Edit: iPod touch 4.

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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I wasn't going to do this (because I didn't want to seem pushy, obsessive or weird) but about a week ago I posted a thread about adapting books into games which unfortunately hasn't garnered a great deal of interest. I didn't want my swivel-eyed ramblings on the ten books I wrote to be a total waste of effort, so I sincerely hope nobody minds if I repost this here where someone might enjoy reading it. If there are any mods reading who don't approve of my actions please feel free to delete or edit this post as you see fit.

 

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Becky Chambers, The Long Way to a Small, Angry Planet

Proposed Genre: Open world sci-fi RPG with strong dialogue/social dynamics

 

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Comte de Lautréamont, Maldoror

Proposed Genre: Survival horror where you take on the role of the antagonist

 

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H.P. Lovecraft, The Colour Out of Space

Proposed Genre: First person walking simulator/investigative horror

 

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Alain Mabanckou, Memoirs of a Porcupine

Proposed Genre: Fantasy RPG with a gameplay emphasis on ritual and magic

 

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Ryu Murakami, In the Miso Soup

Proposed Genre: QTE adventure/interactive story-driven game

 

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Katie Skelly, Operation Margarine

Proposed Genre: Indie beat em' up/miscellaneous

 

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Paul Stonehill & Philip Mantle, Russia's USO Secrets: Unidentified Submersible Objects in Russian and International Waters

Proposed Genre: Atmospheric first-person walking simulator/point n' click game

 

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Dylan Trigg, The Thing: A Phenomenology of Horror

Proposed Genre: Survival horror with a strong literary emphasis

 

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Various Authors (edited Heather J. Wood), Gods, Memes and Monsters: A 21st Century Bestiary

Proposed Genre: Irreverent but thoughtful point n' click game

 

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Marie-Louise von Franz, Alchemy: An Introduction to the Symbolism and the Psychology

Proposed Genre: Myst-style first-person puzzle game

 

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When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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An RPG with minimal attacks/damage spells where all combat is based around status effects

 

Of course, status effects in that game would be considerably more painful than the average RPG

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I had the idea of a Half-Life remake in an open world, so after the disaster you would have to find your own way outside, while also taking care of a few "side quests" (like launching the sattelite, or maybe saving some scientists). Black Mesa is really huge, and I think it would be pretty cool to be able to explore the entire facility, although it might get a little maze-like.

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[off topic] Ushanka, that would be awesome.

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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Ever since playing the Batman: Arkham series, I've wanted more superhero games done in that style, albeit with changes to the combat system.

 

Particularly, I want a game about The Question, aka Vic Sage, aka Charles Victor Szazs. Although it likely won't happen due to his mostly unknown status (though his appearance on Justice League Unlimited back in the day helped with this), I think it has a lot of potential.

 

Some of the problems I have with the Freeflow combat system from the Arkham series are that Batman can fly around the entire room to attack thugs. This reduces the realism of Batman (considering he isn't supposed to be the superhuman), and makes Batarangs less useful. I would alter this system so that there's a much bigger limit on attacking enemies the further they get from your current location, thus making gadgets more useful and adding a little more realism.

 

However, The Question doesn't really have any gadgets, so to speak - his only real one is his belt buckle, which releases gas that makes his mask adhere to his face and his suit (and hair) change color. Therefore, I'd make improvised weapons a more useful part of gameplay. In Arkham Knight, Batman can pick up blunt objects like baseball bats or pipes, and smack enemies down with them. They were useful as they ignored the defenses thugs could acquire (such as stun batons and riot shields), but they broke after a few attacks. They would no longer break, and Hub City would be far more littered with them, making such weapons more available for both Vic and thugs. He'd also gain the option to just throw anything he picks up, to fill the niche of attacking enemies moving to a longer range.

 

One of the key aspects (if I remember correctly) of The Question is that the mask isn't what defines Vic - it merely frees him to do things that he wouldn't in his civilian identity. Because of this, I'd add the option to allow Vic to swap into his civilian identity, assuming there is no one else in the area. This would do two things - firstly, the corrupt Hub City police and regular thugs wouldn't attack Vic on sight - they'd either ignore him or attempt to mug him. Secondly, it'd change Vic's fighting style to a more undisciplined, less martial-artsy style. Think of a person that doesn't really partake in hand-to-hand combat, but can fight regardless.

 

Finally (at least from what I can think of now), Vic Sage doesn't have the resources Batman does. Therefore, he's not going to have detective vision (which I found stupid anyways). He will pick up and find clues the old fashioned way - think of a system similar to L.A. Noire's clue-investigation sequences, except perhaps without audio cues. The removal of detection vision additionally ensures that should there be any stealth sections in the game, Vic Sage doesn't get free wallhacks.

 

The Question is a neat character. However, thanks to his status as a C-List hero (or possibly even below that), the possibility of this game happening is extremely low unless he gains a sudden surge in popularity. Oh, and I have no idea what the story would be - whether it'd follow his Dennis O'Neil run, or something more original, I don't know. Regardless, I'd be happy to see the game made at all, unless it completely destroys Vic's character.

 

Man, I sure hope he shows up in Injustice 2 and isn't garbage.

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  teleportal said:
Ever since playing the Batman: Arkham series, I've wanted more superhero games done in that style, albeit with changes to the combat system.

 

Particularly, I want a game about The Question, aka Vic Sage, aka Charles Victor Szazs. Although it likely won't happen due to his mostly unknown status (though his appearance on Justice League Unlimited back in the day helped with this), I think it has a lot of potential.

 

 

  Reveal hidden contents

 

I had to look up who The Question was (I'm pretty clueless about comics) but I like the cut of this ideas jib teleportal :3 So long as one gets the narrative vs. gameplay balance right, I could imagine a game adaptation of this character being extremely fun, with the pace and tension of investigative and combat scenes playing off one another nicely.

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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  longliveprose said:
[off topic] Ushanka, that would be awesome.

Thanks mate!

 

I'm actually planning to make this mod now. I won't make it a Half-Life remake though, the Black Mesa mod already satisfied everyone's remake needs.

So instead, it will be a giant spaceship that's come under attack by hostile aliens! I'm still not past the brainstorming phase for story and gameplay elements and I haven't even started on the ship design yet. So if anyone has any good ideas and would like to help, gimme a message! (It will likely be a mod for HL2 Episode 2)

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One type of game i'd love to make is horror game.. sorta. See, that game- at least not on surface- wouldnt look like horror game. It would be a game that you could actually play trough without being jumpscared or seeing monsters or such. In fact, it would be best if in first playtrough you would think its entirely different game than it actually is (got few ideas for that), but you constantly get this uneasy feeling that you just cannot shake, that something is wrong, that you are missing something and/or being watched.

There are 2 problems with that though- 1. i dont know how to make games

2. It would take some really fancy writing to pull it off as i intend to. Now, i do have general plot ready (well, enough anyways), but i have to practice my writing skills a lot before even nearly pulling this off

Jack O'Neill: "You know Teal'c, if we dont find a way out of this soon, im gonna lose it. Lose it... it means go crazy. nuts. insane. bonzo. no longer in possession of ones faculties. 3 fries short of a happy meal. WACKO!!!!!!!!"

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I've already posted, like, two projects of mine here, so naturally I figured I don't have enough on my plate when you take into account school and YouTube. I was watching some God of War gameplay, and had a spark of inspiration. Now that I think of it, it resembles Nightmare Creatures. You're a man from the American West, 1876. You're mysteriously transplanted from your simple farming life to a small house in a dark forest. You don't know where you are or what's going on, just that the house is abandoned and filled to the brim with supplies, arms, and money. You stock up on technology more advanced than anything you could dream of. . .but to them, it's ancient history. You hear a knock on the door, and there's a human-sized thing. Whether it be a monster or demon, you don't know, all you know is it's dead now. And the others are pissed.

When you leave the house for the forest, you see a gargantuan version of the creature. That was just a baby, and you're fucked unless you can get to a shop to upgrade yourself.

The horde comes at you, and you're in a big mansion now with ample open space. You wage war on the things and get out just in time.

As you go through, you can access shops to switch out what weapons you own on the fly, spanning from 1890s relics to lasers, submachine guns, and double-cylindered chainguns.

You won't have a partner AI, just you and your gun against the hordes of monsters you need to kill. And they're tough, too, having weapons that outmatch yours. You'll need to have better accuracy and tactics than them if you want to outlast your foes.

 

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Ideas? Thoughts? Shut the hell up?

This random YouTuber is getting laid with random hot dudes, and is basically the worst person in existence. Why? Just watch the free video.

  Blood and Custard said:
Red and yellow do go together.

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I'm really thrilled that my own photobucket account chose to stop allowing me to hotlink my own images, mainly in regards to my post about books that would make good games.

 

CAN'T YOU TELL HOW PLEASED I AM

ECSTATIC

When close friends speak ill of close friends

they pass their abuse from ear to ear

in dying whispers -

even now, when prayers are no longer prayed.

What sounds like violent coughing

turns out to be laughter.

Shuntarō Tanikawa

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