@@KaiserALT Yeah, but when it comes to making a game, every player should have a fair chance so they can have fun. Imagine if in Injustice, Superman litteraly took no damage from anything, and could freely fly around the arena. Sure, it fits him and is what would actually happen, but does that sound fun for anyone fighting him?
If you wanna flesh this out any more for some reason, here's some ideas: The entity can only hear (see silhouettes) of players while they're moving Survivors have decoys they can place that spawns a fake player that randomly moves a short distance and appears as a silhouette Almond water randomly spawns throughout the map, which survivors have to collect to keep themselves sane. No hiding in corners for the entire game! Players are by default slower than the entity, but adding a run (with a stamina bar) would increase their chances of getting away so their fate isn't death if the entity sees them even once. Also, maybe add a harder difficulty where survivors randomly make noise (coughing, sneezing, e.t.c.)
@@jadedfirez792 and also change almond water to generators that they have to fix and that the entity can break to lower their progress (kane pixels expired) my suggestion is definitely not a joke about dbd
The wallhack feels too op. You should nerf it by replacing it with something weaker that still helps you find the players. Like an arrow that points towards the closest player, but not a pointy arrow, more shaped like a wi-fi signal-sign so it "shows you the right direction" without directly pointing on him. The players need some kind of chance to still survive after being spotted. A limited ability to sprint for example. Which makes them FASTER than the entity for a short time. Also, the players need some kind of objective to "win". Finding a hidden exit or slide for example... however, that objective should be done in a way so it cant be "guarded" by the entity. like... it could relocate itself 10 seconds after the entity goes to close to it or something. Could be a fun multyplayer game if you balance it that way. Would love to play it Edit: If the "exit relocates itself" thing is too hard to do. How about a simple timer for the game, after which the wanderers win? So the entity is actively forced to hunt since only guarding the exit would lead to his los
not sure you'll see this, but I think it'd be great if you gave this more depth by going further into the noise aspect and making it able for the survivors to win, for instance there could be a randomly spawning exit and the players would only be visible while they make loud sounds, such as tripping, coughing, running, etc. It'd also be cool if the entity can't control when they make their roar and only roar upon have direct eyesight to a player, both alerting the player and allowing nearby players to get away
I was thinking the entity should roar before being able to kill a player. Like, roaring makes it so you have a killing period for like 5 seconds. But make it have a delay so the entity players doesnt just roar+instakill
if you ever do this again you might want to nerf the entity's speed at minimum considering it looks almost impossible to get away that might make it more fun to be the entity as you have to ambush the humans to catch them
Some stuff that can make the game better: Whistling So you can find others, Entity having a ability that has a cooldown to use (it’s basically the feature where you can see the players I want this so it wouldn’t make Entity Super overpowered) Stamina So players can Run, and some Scarier Sounds And Some fixes in the environment So it would look more scarier. I really Like if you implement These stuff and I do believe it would make your game much better.
They should also add where you can only see them through walls if your close enough or make it like a power where every 30 seconds or 1 minute you can activate a power for 10 seconds
I think it'd be neat if you made it so that you can only see through walls when you roar, meaning you can only find people when they know you're coming or close.
If you were to ever add to this idea, I'd HIGHLY recommend adding very loud footsteps for the entity (that you can toggle). While yeah, it's pretty scary to just suddenly see this giant thing appear next to you, it's even scarier to hear a loud screech from the other room and then loud footsteps quickly getting louder and louder.
The wallpaper texture isn't working, also can u add jumpscares when the entity kills the player and make the rooms a little shorter and a little more large?
Few things to balance if you want to take this concept further Entity change ideas Make the entity make some noise, or make the ambiance more distorted the closer they get Make the scream only happen when it sees someone so people will know if they have been spotted Give the Wall hacks a cool down or only be based off of the person's movements a set time ago While in a "Chase" it disables the wall hacks for 30 seconds (from the latest person to be found) People ideas Add a running mechanic with a stamina bar that will temporarily make them faster and help them drop the chase Give the people an objective rather then just "survive" Make it less easier for the entity to kill them Wait this is just tuning into an asymmetrical game that is backrooms themed
You should make it to where players are slightly faster, and that only when they move or just make sound they appear through walls, that way they are able to use ways to avoid you
I like this idea of a game a lot.So I would like to share some things that could make the game a bit better: Giving some breathing room and advantage to "Human" Players: -Nerfing the Entity's movement(making it a bit slower) "sensing" by giving the human players a noise function that increases in range based on certain actions or movement including walking and running--which basically increase the noise meter and the range the player will make himself "visible" to the Entity.The more a Human moves or runs the greater the range and risk of the Entity's capability of catching their "trail" and inevitably sensing them. -Nerfing the visual acuity of the Entity by either giving it a larger F.O.V. and/or a darker and very poor visibility. -Playing as the Entity will make every single sound be distorted in the game. -Adding 1 upper floor and 1 lower floor.(This makes possible for either multiple entities or,much better,as an escape mechanism for the humans to escape the entity through a hole of sorts.The Entity,assuming that it will remain just one,can only take other routes to get to the player on a different floor due to the Entity being unable to use the holes to follow. -Give objectives/reasons or a timer to the players so that they feel compelled to move or run more in certain scenarios even if it means risking death. Giving more terror and aggression to the Entity. -If the Humans make noise(depending on the gravity of the noise),they will leave either a highlighted clue or a trail (even if they are not in range to be sensed) and thus they will attract the Entity and thus giving the Entity increased speed towards(the clue or along the trail) them if they are sensed(As in,in range) as well,this can be targeted(For the full bonus movement speed) as well as toggled ON or OFF by a button.If the Entity gets the full bonus it will start making that horrendous noise that can be heard throughout the backrooms,hearing it more intensely and/or without an echo at a certain range(even without you seeing the Entity) implies you are *it* (You are the Target) -If the trail stops it means that the Human stopped making loud noises and are still in the area,so search carefully. The Map function. -The Human Players each have a unique,fogged out map(if there are multiple floors,multiple maps) and minimap that gets only cleared out through searching. -The Entity has a complete and crystal clear map that showcases and highlights clues(which disappear after a while,of course).The trails are only visible through the minimap and on screen they are even highlighted,including the players themselves if they are sensed. -A unique jumpscare kill,if the Entity decided not to toggle the ability on(a.k.a. a silent kill without running at them making all that noise,which means you will be slow by comparison) As a balance of sorts: -The Entity cannot see the Human players if they stand completely still,however,they can deduce their location if they didn't get too far away from the trail or clues(The trail remains for a while even after they stopped making a lot of noise.) -Moving as a Human even a little bit when the the Entity is in very close proximity *will* reveal you,so do not move unless there is a hole nearby.(The Sense ability of the Entity has a minimum range where no matter how little or briefly you move if you are inside it,you *will* be sensed and the trail will remain on you until you escape that minimum range.) I have even more ideas,not gonna lie.Anyway,I will stop here XD.Alright ^^ .Coda out.Peace.
This needs to be more balanced, players should be faster then the entity. (Or, keep their speed but give them the ability to sprint but have stamina). And the entity should make a passive noise that alerts players.
You could actually make this into a really good game that a lot of people would really enjoy with a few modifications and a goal or two. You should really expand on this, it’s amazing.
This was one of the most unfair and unbalanced videos I've every watched, once I realised that your faster then everyone and can see everyone it became a choice your own adventure, where you picked who got the role (Also the guy hiding 100% should of won he actually was playing it smart, you just let the other guy win)
@@verwishy The point was that it was a cool idea that he turned into a competition, but if that competition is completely unbalanced then what’s the point in even having a competition or making it? Imagine in DBD (dead by daylight a 4v1 game) if they just randomly added a killer that can fly across the map at mock 10, see the survivors at all times and Insta Mori’s them then making a esport just about using that killer, but you know that was the point of the devs so can’t really argue
Oh, neat! If I were you I’d increase the player speed (or add a run) so that it’s more fun, and maybe the silhouette thing should only work within a certain distance or have a cooldown? It looks great so far though!
Things You Could Do For The Entity: - Some-What Blind -Entity's vison is blurry and darkened - The closer the player gets the better the entity can see them -When A Player Moves They Glow A Bright Light - Only When Close - Only For The Entity To see -A Heavy Walk Sound -The Closer You get to a player the more they will hear it -Entity Becomes 10% Faster When A Player Is In View -Screaming Slows Down a player -Screaming Will slow down a play by 30% due to it messing with their brain Things You Could Do For The Runners: - Sprint - Run 50% faster but over a short period of time you slow down -Sneak -Sneak Allows the players to get a lot closer to the entity without being spotted or sensed -Decoy -Player places a random Noise making item to trick the entity -Fear -The Closer The Entity gets the faster the heart beat of the player will get -The Farther Away A Player is the slower the heart beat is -Near Death State - Once a player is "killed" by the entity they will lay down on the floor bleeding out for 20 seconds -Other Players Will see a Death Icon show up and will be able to help the bleeding out runner -If fully bleed out the entity will gain a small 25% boost to their vison and 10% boost to their speed Thx for reading if you did
It looks to easy for the monster to hunt, if possible make it to where you can see the players silhouette only when they are running but when they stop their silhouette dissappears. Just a thought. Peace.
Make it so the scream has more functionality, such as giving the entity last known locations of players when you scream. Makes it more fun for the players, also give the players more indication the entity is nearby, such as a clicking, growling or other ambience to tell them to run
imo, making the entity more fun for both the player and entity would be adding a sort of chase mode that both players have. Pre-Chase and Entity would walk half as fast as a player, Chase would have the Entity walk as fast as the player but the entity has periodic boosts of speed during the chase. Chase is initiated when the player sees the entity and vice versa. I agree with the walls thing being kind of op. You could make screaming sort of echolocate nearby players, making them more fuzzy and transparent the further away they and almost perfect xray if they're a wall away from you.
This is just a suggestion but for the players I think you should see their sillouhuete only if they make noise. Also I think you should add "sprinting" so they can outrun you cause if you find the player they can't do anything.
Make it so that the screeches are like a sonar, helping you scan players nearby. I think that would make it more balanced. Also makes it scarier, if you can hear it, it already knows where you are.
Props for making an entire game for a video- but... the players really didn't stand any chance here. It was literally a 'I think... you, you aaaand you will die' No hiding, no strategy, just kinda... like picking out names on a list. Hey- the sounds and effort spent on is was pretty cool though!
i think you need to make the players 70% faster and you cant see them through walls but you can activate and ability which tells you which direction they are in or where they are but like for 3 seconds you can decide the cooldown but I think that would make it more skill based than luck based cause if you choose to chase someone there is no way that they can escape
@@littlereaper8006 most games like this cnat be on mobile it will easily overheat even on the lowest graphics so stick to crappy boogrr fart “bækro0ms”
This was probably just supposed to be a very simple game but there's so many cool ideas to turn this into an actual game - Add walking which makes you undetectable (not visible through walls) and make it so that the entity can only see the survivors if they're running and within a certain range of the entity. - Keep the same default walk speed as the video but add sprinting and stamina for the survivors. - Heavy breathing when a survivor is too close to the entity for 8s (A bar will slowly fill up when the survivor is close to the entity, and slowly go down when not close to the entity) - If they stay too close to the entity for another 5s after the heavy breathing the survivor will let out moans/noises (panicking) and become detectable (visible through walls) for 2s - Edges of the survivors' screens start get darker the closer they are to the entity - The entity can open a UI that displays the entire map and click anywhere on the map to teleport to that location after 5s of delay with a 40s cooldown. If the entity is trying to teleport to a location that is close to a survivor, the edges of the survivor's screen will turn red for a moment and their heartbeat is louder and faster, which can be heard by both the survivor (very clearly) and the entity (if they're close) Keep in mind I don't know much about the backrooms so my suggestions might not follow the rules of it
I feel like there should be almond water around the map for players to pick up, because according to the backrooms description, Almond water can be used to repel some entities, kinda like holy water with demons
Here some of my ideas to improve the gaem: U should add echo, random glitching radio sounds in some parts of the map -faster heart beat means that the entity is near -random objects?
I loved the idea of the game! It would be really cool to see it be refined further, maybe something similar to the game in silence where you have amplified hearing of the noises throughout the backrooms, and players have tk do benerally noisy tasks along with having voice chat to communicate with eachother. No matter the case if you do decide to improve this game I'd love to see how you do!!
walking makes no noise, but running makes noise, random events like sneezing coughing etc. when the entity is close to a player the player emits a heartbeat the closer the monster the faster the heartbeat (every time your heartbeats the monster sees your silhouette) When you make noise the entity can see your silhouette Proximity voice chat too Add a run/sprint bar also when you run your faster then the entity Sanity bar when it hits zero you randomly scream and your heart randomly beats even when the entity isn't near you and when your heart beats your vision get blurry Sanity pills pretty self explanatory Food bar when it huts zero your vision gets dark and blurry and you can pass out you keep your vision but your in third person just hovering around your body (you can look around but you cant move) Almond water to keep your food up Your Sanity goes up slowly when your around other humans The humans have to find a vent to get to the next level (3-5 levels) There's also fake vents that put you out somewhere random on the level your on This is just for looks you can only go in vents with a ladder leading up to them the ones without the ladder are the exits of vents these are ideas to add
You should make it so the entity moves much slower until a players starts running away. Keep in mind that (per lore) the entity used to be a human and really wants help
Why can’t this be an actual game where you can connect with other people or if you choose single player it spawns a bunch of bots that run around and run away from you.
Basically freeze tag except you can't hide and you can't run, might as well stay completely still. You were faster, you could see them no matter what, you literally picked the winner in the end by choosing to not go after the guy who was closer to you and actively go after the only guy who played it smart and was hiding, he should have won but you just chose the other guy to win even though he was dead to rights. You might as well have just put all their names into a hat and drawn one out, because even that would be more skillful than this.
you can add some gameplay for other entities, such as hounds, or smilers for example, smilers. You can add some doors randomly appearing in the level. When these doors are inactive, they are closed and the players cannot interact with them. You spawn on the random door. That door will open, and your white smirk shall appear in the dark. If you meet a player, you can only move if he's not looking at you. Your objective is to wait for him to look away and then attack. If this was an AI video, the players could eventually develop the strategy against the smilers, like looking at it while going away. The Backrooms from the entities' perspective has a very good potential.
I think a sprint stamina feature would be great here. While sprinting, you are faster than the entity, however once you run out of sprint, it’s over. Also stamina regen is slow. On the flip side, the entity could be merged by having the silhouette sense thingy changed to be a sort of ability. Like by roaring (with a cool down) you can see through the walls temporarily for a certain radius, and in doing so, if players can hear a roar, they should skedaddle. Makes it balanced in favour of the entity but only by a small amount
im guessing u made this in like 3 hours, but i recommend adding some few things to make it challenging for both the entity and the players. #1: add some animations like jumpscares, running or fear when you roar. #2: make some abilities, like players can put in detectors to know where the monster is, also make the monster have the ability to send out some clones that couldnt kill but will find players, they can only last 30 seconds and u will get notified where the players are if ur clone finds any. #3: add some hp bar, stamina bar, and sanity bar, make almond waters spawn around the room. #4: make it so that whenever someone close to the monster hears the roar they will lose 30% of their sanity and slows them for 10%, also make them have like some energy bar to increase their stamina for short amount of time like 5 seconds. i didnt wanna delete all of that stuff so im just gonna add the conclusion add running, sanity dropping, fear of the roar, and jumpscare animations add some utility where survivors can put down detectors and will show the monster for them for 5 seconds. add some utility for the monster where he can locate all the survivors for 10 seconds or add a little clone that will try and find any survivors and will despawn if it didnt find any survivors for 50 seconds. add some roar sound in for the monster to make survivors breathe like crazy and u will detect it make it so survivors can heal up their sanity and stamina but not their hp(add in some stamina sanity and hp bars!!) like add some almond water and energy bar. also have the vision of the monster only near and 10% faster than survivors and can roar every 30 seconds make like alot of corners and make some lights turn on and off. after these recommendations i am impressed by your game that i guess u made like 3 hours, its not much but its good for that long amount of time
The changes I think would make things better. 1. Players should run, But it will alert the entity, Player also has stamina bar. 2. Entity's shouldn't see through walls unless player is running. 3. If Player is to far away from the entity it should add like a scent, Basically a pathfinding line from the entity to player but if player is to close to entity, The Line disappears. 4. Entity gets a mini map, Which basically if the person Runs, It shows up as red for as long as the person is running for. 5. Textures. 6. Better death animations. 7. perks? things for advantage for both sides 8. Also a goal, The exit. 9. thats all.
Personally i would advise adding a de-buff to running backwards where the player slows down when attempting to do so, obligate them not to look back and see the distance the monster has on you.
tips (I guess): maybe add something to help players stay sane instead of seeing players throughout the whole game, maybe it can be a button where you get to see players for a limited time decoys to mess with the entity a shift button or just a button for players so they can increase their speed for a limited amount of time
if you ever decide to keep developing the game maybe mapping the see through ability to the roar button with a cooldown (maybe just for the ability, you can keep spamming sound roars) so that its not op and making the players model static periodically on the entity screen like a sonar so that you don't know exactly exactly what theyre doing, kind of like echolocation. The roar will also give away the entity location to the players, letting them know how close the entity is idk
1:55 Depends on the entity some can but only on certain levels and certain requirements, unless obviously you loud as hell. Then again the backrooms is just a bunch of stories made by people on the forums so you can create your own entity with its own backstory and abilities.
A couple balancing ideas and small changes to make the game feel more desperate. You could give the entity a sense where far players are but not close ones so you could make it infinite. Having random office objects around to help the non entities would make it less entity sided. A couple things to prove textures would be having the wallpaper look like something from grandmas house and wet spots to the floors. Having a wet noise overlaid with the footsteps and a low pitch hum like you're in a submarine or something would add to ambience. Having the lighting be worse and flickering would make it seem more uneasy. When the monster gets close the screen should get increased visual/audio static/distortion and maybe even a slight rumble to add greater presence. From the entitys POV it should have a cruddy filter to match the physical appearance.
You should at least make the players quicker you can literally see through walls and you can spring it's basically impossible to Runaway
yes
Ye
Yes, the point of the backrooms. They are not supposed to be able to get awya
@@KaiserALT Yeah, but when it comes to making a game, every player should have a fair chance so they can have fun. Imagine if in Injustice, Superman litteraly took no damage from anything, and could freely fly around the arena. Sure, it fits him and is what would actually happen, but does that sound fun for anyone fighting him?
*You should at least make the players quicker you can see through walls and lunge at them. it’s impossible to run away!
I'd really like to see voice chat in the game, there's nothing funnier than hearing people scream as you hunt them down.
some kind of proximity chat would be super cool, would make the howls creepier as well trying to figure out how far away it was
*sees entity*
Player: Ni-
Proximity chat
sounds like you've had personal experience with this
@@abyss_rat proximity chat like Minecraft mod and among us mod ?
If you wanna flesh this out any more for some reason, here's some ideas:
The entity can only hear (see silhouettes) of players while they're moving
Survivors have decoys they can place that spawns a fake player that randomly moves a short distance and appears as a silhouette
Almond water randomly spawns throughout the map, which survivors have to collect to keep themselves sane. No hiding in corners for the entire game!
Players are by default slower than the entity, but adding a run (with a stamina bar) would increase their chances of getting away so their fate isn't death if the entity sees them even once.
Also, maybe add a harder difficulty where survivors randomly make noise (coughing, sneezing, e.t.c.)
and maybe add perks for survivors and more entities?
@@jadedfirez792 and also change almond water to generators that they have to fix and that the entity can break to lower their progress (kane pixels expired)
my suggestion is definitely not a joke about dbd
Another idea!! Instead of them just exploding they can trip where the entity just impales them
This
Maybe add some speaker so if the entity It will Though it was the player
But its just a Speaker the voice line also pls they add voice chat
The wallhack feels too op. You should nerf it by replacing it with something weaker that still helps you find the players. Like an arrow that points towards the closest player, but not a pointy arrow, more shaped like a wi-fi signal-sign so it "shows you the right direction" without directly pointing on him.
The players need some kind of chance to still survive after being spotted. A limited ability to sprint for example. Which makes them FASTER than the entity for a short time.
Also, the players need some kind of objective to "win". Finding a hidden exit or slide for example... however, that objective should be done in a way so it cant be "guarded" by the entity. like... it could relocate itself 10 seconds after the entity goes to close to it or something.
Could be a fun multyplayer game if you balance it that way. Would love to play it
Edit: If the "exit relocates itself" thing is too hard to do. How about a simple timer for the game, after which the wanderers win? So the entity is actively forced to hunt since only guarding the exit would lead to his los
you should make the see through walls a periodic thing, or like a power up you can pick up. it's a little too op.
True and maybe nerf the entity's speed
This would be a really shitty game
@PhatMayo maybe add a stamina mechanic too and a way to win as the survivor
Also maybe the reach of the entity instead
@@visioncorp5228 its literally hide and seek but you cant hide. Also balancing this would probably make it extremely similar to DBD
@@alexanderplatek4496 closer to a game of tag than hide and seek
not sure you'll see this, but I think it'd be great if you gave this more depth by going further into the noise aspect and making it able for the survivors to win, for instance there could be a randomly spawning exit and the players would only be visible while they make loud sounds, such as tripping, coughing, running, etc. It'd also be cool if the entity can't control when they make their roar and only roar upon have direct eyesight to a player, both alerting the player and allowing nearby players to get away
THIS ☝️
dead by daylight shiiii
I was thinking the entity should roar before being able to kill a player.
Like, roaring makes it so you have a killing period for like 5 seconds. But make it have a delay so the entity players doesnt just roar+instakill
That would be nice 😄
At least when you killed them you were also paying your respects at the same time.
Christian Entity
@@luckyabreu fr
"Professionals have standards"
@@goldenarrow71 no way
Lucky number???
1:21 that was a missed opportunity for a new roblox death sound joke
i miss oof 😔
if you ever do this again you might want to nerf the entity's speed at minimum considering it looks almost impossible to get away
that might make it more fun to be the entity as you have to ambush the humans to catch them
Or, make the entity's speed .1 or .5 more than humans. After a long while, it WILL catch up.
or instead of slowing entity he can speed up the humans so the game can get even more intense
Some stuff that can make the game better: Whistling So you can find others, Entity having a ability that has a cooldown to use (it’s basically the feature where you can see the players I want this so it wouldn’t make Entity Super overpowered) Stamina So players can Run, and some Scarier Sounds And Some fixes in the environment So it would look more scarier. I really Like if you implement These stuff and I do believe it would make your game much better.
you just copied apeirophobia lol
@@ohhkennny766 bro every backrooms game has whistling
@@zachp434 you know what else has whistling? deez nuts
@@ohhkennny766 It's official, Apeirophobia invented whistling.. apparently.
@@tavereztelora scp 3008
Make it an official multiplayer game. It’s gonna be great
YES. YES YES YES YES YES YES
I would like to play that game
YES
OMG IT WILL BE AWESOME AF
Yessir
They should also add where you can only see them through walls if your close enough or make it like a power where every 30 seconds or 1 minute you can activate a power for 10 seconds
OMG I love horror games where you can play as the monster and chase people. THANK YOU, you have earnt a sub for this.
same i think the genre is called reverse horror its always so fun when a game gives you the option to play as the monster/killer
Games like Evolve, AvP really makes me wish for more game this
Like carrion reverse horror game
Agreed.
@@abnormallylargemonkey9334 there's Dead By Daylight if you didnt know 'bout that one
1:41 who says that is not the best scream?
I think it'd be neat if you made it so that you can only see through walls when you roar, meaning you can only find people when they know you're coming or close.
If you were to ever add to this idea, I'd HIGHLY recommend adding very loud footsteps for the entity (that you can toggle). While yeah, it's pretty scary to just suddenly see this giant thing appear next to you, it's even scarier to hear a loud screech from the other room and then loud footsteps quickly getting louder and louder.
The wallpaper texture isn't working, also can u add jumpscares when the entity kills the player and make the rooms a little shorter and a little more large?
Im currently peeing
@@Mysteriousindividualguy YEAH
He should add a way for survivor to make they can defend themself like if they stare at the entity or a other thing
@@charlesbaptiste6984 pretty sure you cant fight back in the lore
@@Mysteriousindividualguy I'm taking a shine
Few things to balance if you want to take this concept further
Entity change ideas
Make the entity make some noise, or make the ambiance more distorted the closer they get
Make the scream only happen when it sees someone so people will know if they have been spotted
Give the Wall hacks a cool down or only be based off of the person's movements a set time ago
While in a "Chase" it disables the wall hacks for 30 seconds (from the latest person to be found)
People ideas
Add a running mechanic with a stamina bar that will temporarily make them faster and help them drop the chase
Give the people an objective rather then just "survive"
Make it less easier for the entity to kill them
Wait this is just tuning into an asymmetrical game that is backrooms themed
I really liked this!! You went all out for this. That death sound and cute feet will be in my nightmares
You should make it to where players are slightly faster, and that only when they move or just make sound they appear through walls, that way they are able to use ways to avoid you
we'll be right back 1:47
I like this idea of a game a lot.So I would like to share some things that could make the game a bit better:
Giving some breathing room and advantage to "Human" Players:
-Nerfing the Entity's movement(making it a bit slower) "sensing" by giving the human players a noise function that increases in range based on certain actions or movement including walking and running--which basically increase the noise meter and the range the player will make himself "visible" to the Entity.The more a Human moves or runs the greater the range and risk of the Entity's capability of catching their "trail" and inevitably sensing them.
-Nerfing the visual acuity of the Entity by either giving it a larger F.O.V. and/or a darker and very poor visibility.
-Playing as the Entity will make every single sound be distorted in the game.
-Adding 1 upper floor and 1 lower floor.(This makes possible for either multiple entities or,much better,as an escape mechanism for the humans to escape the entity through a hole of sorts.The Entity,assuming that it will remain just one,can only take other routes to get to the player on a different floor due to the Entity being unable to use the holes to follow.
-Give objectives/reasons or a timer to the players so that they feel compelled to move or run more in certain scenarios even if it means risking death.
Giving more terror and aggression to the Entity.
-If the Humans make noise(depending on the gravity of the noise),they will leave either a highlighted clue or a trail (even if they are not in range to be sensed) and thus they will attract the Entity and thus giving the Entity increased speed towards(the clue or along the trail) them if they are sensed(As in,in range) as well,this can be targeted(For the full bonus movement speed) as well as toggled ON or OFF by a button.If the Entity gets the full bonus it will start making that horrendous noise that can be heard throughout the backrooms,hearing it more intensely and/or without an echo at a certain range(even without you seeing the Entity) implies you are *it* (You are the Target)
-If the trail stops it means that the Human stopped making loud noises and are still in the area,so search carefully.
The Map function.
-The Human Players each have a unique,fogged out map(if there are multiple floors,multiple maps) and minimap that gets only cleared out through searching.
-The Entity has a complete and crystal clear map that showcases and highlights clues(which disappear after a while,of course).The trails are only visible through the minimap and on screen they are even highlighted,including the players themselves if they are sensed.
-A unique jumpscare kill,if the Entity decided not to toggle the ability on(a.k.a. a silent kill without running at them making all that noise,which means you will be slow by comparison)
As a balance of sorts:
-The Entity cannot see the Human players if they stand completely still,however,they can deduce their location if they didn't get too far away from the trail or clues(The trail remains for a while even after they stopped making a lot of noise.)
-Moving as a Human even a little bit when the the Entity is in very close proximity *will* reveal you,so do not move unless there is a hole nearby.(The Sense ability of the Entity has a minimum range where no matter how little or briefly you move if you are inside it,you *will* be sensed and the trail will remain on you until you escape that minimum range.)
I have even more ideas,not gonna lie.Anyway,I will stop here XD.Alright ^^ .Coda out.Peace.
Having the scream allow you to see the survivors would be a nice touch
This needs to be more balanced, players should be faster then the entity. (Or, keep their speed but give them the ability to sprint but have stamina).
And the entity should make a passive noise that alerts players.
0:16 as a person from poland, i can confirm everybody over the age of 25 looks like this
sama prawda +1
witam zgromadzonych tu polaków
@@best_wood yes
You should only be able to see when you in a close radius or make loud sounds , because seeing the player 100% of the time is not fair
You should make it where its a ability to sense where they are and once you use it, it has a 1-2 minutes cooldown.
You could actually make this into a really good game that a lot of people would really enjoy with a few modifications and a goal or two. You should really expand on this, it’s amazing.
This was one of the most unfair and unbalanced videos I've every watched, once I realised that your faster then everyone and can see everyone it became a choice your own adventure, where you picked who got the role (Also the guy hiding 100% should of won he actually was playing it smart, you just let the other guy win)
Agreed
That's the whole point.
@@verwishy The point was that it was a cool idea that he turned into a competition, but if that competition is completely unbalanced then what’s the point in even having a competition or making it? Imagine in DBD (dead by daylight a 4v1 game) if they just randomly added a killer that can fly across the map at mock 10, see the survivors at all times and Insta Mori’s them then making a esport just about using that killer, but you know that was the point of the devs so can’t really argue
Oh, neat! If I were you I’d increase the player speed (or add a run) so that it’s more fun, and maybe the silhouette thing should only work within a certain distance or have a cooldown? It looks great so far though!
Things You Could Do For The Entity:
- Some-What Blind
-Entity's vison is blurry and darkened
- The closer the player gets the better the entity can see them
-When A Player Moves They Glow A Bright Light
- Only When Close
- Only For The Entity To see
-A Heavy Walk Sound
-The Closer You get to a player the more they will hear it
-Entity Becomes 10% Faster When A Player Is In View
-Screaming Slows Down a player
-Screaming Will slow down a play by 30% due to it messing with their brain
Things You Could Do For The Runners:
- Sprint
- Run 50% faster but over a short period of time you slow down
-Sneak
-Sneak Allows the players to get a lot closer to the entity without being spotted or sensed
-Decoy
-Player places a random Noise making item to trick the entity
-Fear
-The Closer The Entity gets the faster the heart beat of the player will get
-The Farther Away A Player is the slower the heart beat is
-Near Death State
- Once a player is "killed" by the entity they will lay down on the floor bleeding out for 20 seconds
-Other Players Will see a Death Icon show up and will be able to help the bleeding out runner
-If fully bleed out the entity will gain a small 25% boost to their vison and 10% boost to their speed
Thx for reading if you did
3:26 he just stands there for a solid two seconds as he realizes his fate
Great video! I love these "video games but your the..." and stuff like that. its some of the best content i have seen in a while! Thanks!
It looks to easy for the monster to hunt, if possible make it to where you can see the players silhouette only when they are running but when they stop their silhouette dissappears. Just a thought. Peace.
0:47 Brian just wanted to be like you
Make it so the scream has more functionality, such as giving the entity last known locations of players when you scream. Makes it more fun for the players, also give the players more indication the entity is nearby, such as a clicking, growling or other ambience to tell them to run
I have to admit. This looks great. Playable and doesn't lag, or have a lot of bugs
Instead of nerfing the entities speed maybe add sprint to the players and make it slightly faster or even the same speed as the entities
Awesome editing and concept!
imo, making the entity more fun for both the player and entity would be adding a sort of chase mode that both players have. Pre-Chase and Entity would walk half as fast as a player, Chase would have the Entity walk as fast as the player but the entity has periodic boosts of speed during the chase.
Chase is initiated when the player sees the entity and vice versa.
I agree with the walls thing being kind of op. You could make screaming sort of echolocate nearby players, making them more fuzzy and transparent the further away they and almost perfect xray if they're a wall away from you.
This is just a suggestion but for the players I think you should see their sillouhuete only if they make noise. Also I think you should add "sprinting" so they can outrun you cause if you find the player they can't do anything.
Make it so that the screeches are like a sonar, helping you scan players nearby. I think that would make it more balanced. Also makes it scarier, if you can hear it, it already knows where you are.
Keep making great videos! 💯
Props for making an entire game for a video- but... the players really didn't stand any chance here. It was literally a 'I think... you, you aaaand you will die'
No hiding, no strategy, just kinda... like picking out names on a list. Hey- the sounds and effort spent on is was pretty cool though!
i think you need to make the players 70% faster and you cant see them through walls but you can activate and ability which tells you which direction they are in or where they are but like for 3 seconds you can decide the cooldown but I think that would make it more skill based than luck based cause if you choose to chase someone there is no way that they can escape
the polish joke was good
Nice idea, impreciate it :)
DUDE! This has a ton of potential, this could be a dope as hell game
Another amazing video! Great concept! Keep it up :)
Thanks :)
@@BraianStrak hey man, this game is cool. I just wonder if others can buy it/play it (for example: steam website)
@@white_shadow74 or can be FREE
@@white_shadow74 and on mobile
@@littlereaper8006 most games like this cnat be on mobile it will easily overheat even on the lowest graphics so stick to crappy boogrr fart “bækro0ms”
This was probably just supposed to be a very simple game but there's so many cool ideas to turn this into an actual game
- Add walking which makes you undetectable (not visible through walls) and make it so that the entity can only see the survivors if they're running and within a certain range of the entity.
- Keep the same default walk speed as the video but add sprinting and stamina for the survivors.
- Heavy breathing when a survivor is too close to the entity for 8s (A bar will slowly fill up when the survivor is close to the entity, and slowly go down when not close to the entity)
- If they stay too close to the entity for another 5s after the heavy breathing the survivor will let out moans/noises (panicking) and become detectable (visible through walls) for 2s
- Edges of the survivors' screens start get darker the closer they are to the entity
- The entity can open a UI that displays the entire map and click anywhere on the map to teleport to that location after 5s of delay with a 40s cooldown. If the entity is trying to teleport to a location that is close to a survivor, the edges of the survivor's screen will turn red for a moment and their heartbeat is louder and faster, which can be heard by both the survivor (very clearly) and the entity (if they're close)
Keep in mind I don't know much about the backrooms so my suggestions might not follow the rules of it
I feel like there should be almond water around the map for players to pick up, because according to the backrooms description, Almond water can be used to repel some entities, kinda like holy water with demons
Here some of my ideas to improve the gaem:
U should add echo, random glitching radio sounds in some parts of the map
-faster heart beat means that the entity is near
-random objects?
would be neat to maybe see the other entities from the backrooms.
I loved the idea of the game! It would be really cool to see it be refined further, maybe something similar to the game in silence where you have amplified hearing of the noises throughout the backrooms, and players have tk do benerally noisy tasks along with having voice chat to communicate with eachother. No matter the case if you do decide to improve this game I'd love to see how you do!!
School feels like 0:59 sometimes
1:12 Wait, mom was true, PAUSE IN ONLINE GAME EXISTS
3:24 is it safe NOPE NO NO ITS NO-
I was that guy and my adrenaline levels were through the roof
Surely there is room for improvement as always, but you did a great job
Love this channel. Keep it up!
2:43 their voice im sobbing
Damn, I also want to make multiplayer games...
This is the best Discord server PR i've ever seen ngl, great idea
0:37 pipe cleaner feet
Imagine if you told them that they were just testing the map to see if the map was good, and just completely catch them off guard with the entity.
walking makes no noise, but running makes noise, random events like sneezing coughing etc. when the entity is close to a player the player emits a heartbeat the closer the monster the faster the heartbeat (every time your heartbeats the monster sees your silhouette)
When you make noise the entity can see your silhouette
Proximity voice chat too
Add a run/sprint bar also when you run your faster then the entity
Sanity bar when it hits zero you randomly scream and your heart randomly beats even when the entity isn't near you and when your heart beats your vision get blurry
Sanity pills pretty self explanatory
Food bar when it huts zero your vision gets dark and blurry and you can pass out you keep your vision but your in third person just hovering around your body (you can look around but you cant move)
Almond water to keep your food up
Your Sanity goes up slowly when your around other humans
The humans have to find a vent to get to the next level (3-5 levels)
There's also fake vents that put you out somewhere random on the level your on
This is just for looks you can only go in vents with a ladder leading up to them the ones without the ladder are the exits of vents
these are ideas to add
yeah and generators to repair for the survivors and exit gates and perks and hex perks with totems to cleanse like mf just play dbd
@@gooze9368 or they had to make it through 5 levels but for each lvl they get slower or something (due to insanity or lack of sleep or something)
I think giving esp to the entity is broken so you should implement a feature that makes the esp of players dimmer the closer you are to them.
1:59 start game
You should make it so the entity moves much slower until a players starts running away. Keep in mind that (per lore) the entity used to be a human and really wants help
BREK 0:17
WIDZISZ MNIE?
Srebrny brek
widzisz mnie?
instead of making the map infinite i suggest having it loop in on itself, so walking forever in one direction gets you nowhere.
Why can’t this be an actual game where you can connect with other people or if you choose single player it spawns a bunch of bots that run around and run away from you.
Basically freeze tag except you can't hide and you can't run, might as well stay completely still. You were faster, you could see them no matter what, you literally picked the winner in the end by choosing to not go after the guy who was closer to you and actively go after the only guy who played it smart and was hiding, he should have won but you just chose the other guy to win even though he was dead to rights. You might as well have just put all their names into a hat and drawn one out, because even that would be more skillful than this.
holy shet,you did it,you made online pausing happen.
you can add some gameplay for other entities, such as hounds, or smilers
for example, smilers.
You can add some doors randomly appearing in the level. When these doors are inactive, they are closed and the players cannot interact with them.
You spawn on the random door. That door will open, and your white smirk shall appear in the dark.
If you meet a player, you can only move if he's not looking at you. Your objective is to wait for him to look away and then attack.
If this was an AI video, the players could eventually develop the strategy against the smilers, like looking at it while going away.
The Backrooms from the entities' perspective has a very good potential.
1:46 I see what you did there.
Back.
haha very funny
I think a sprint stamina feature would be great here. While sprinting, you are faster than the entity, however once you run out of sprint, it’s over. Also stamina regen is slow. On the flip side, the entity could be merged by having the silhouette sense thingy changed to be a sort of ability. Like by roaring (with a cool down) you can see through the walls temporarily for a certain radius, and in doing so, if players can hear a roar, they should skedaddle. Makes it balanced in favour of the entity but only by a small amount
U should at least change the player character to a hazmat. If u want
1:37 Sound pretty much like every single raging kid lol
im guessing u made this in like 3 hours, but i recommend adding some few things to make it challenging for both the entity and the players.
#1: add some animations like jumpscares, running or fear when you roar.
#2: make some abilities, like players can put in detectors to know where the monster is, also make the monster have the ability to send out some clones that couldnt kill but will find players, they can only last 30 seconds and u will get notified where the players are if ur clone finds any.
#3: add some hp bar, stamina bar, and sanity bar, make almond waters spawn around the room.
#4: make it so that whenever someone close to the monster hears the roar they will lose 30% of their sanity and slows them for 10%, also make them have like some energy bar to increase their stamina for short amount of time like 5 seconds.
i didnt wanna delete all of that stuff so im just gonna add the conclusion
add running, sanity dropping, fear of the roar, and jumpscare animations
add some utility where survivors can put down detectors and will show the monster for them for 5 seconds.
add some utility for the monster where he can locate all the survivors for 10 seconds or add a little clone that will try and find any survivors and will despawn if it didnt find any survivors for 50 seconds. add some roar sound in for the monster to make survivors breathe like crazy and u will detect it
make it so survivors can heal up their sanity and stamina but not their hp(add in some stamina sanity and hp bars!!) like add some almond water and energy bar.
also have the vision of the monster only near and 10% faster than survivors and can roar every 30 seconds
make like alot of corners and make some lights turn on and off.
after these recommendations i am impressed by your game that i guess u made like 3 hours, its not much but its good for that long amount of time
Give humans a sprint meter (stamina) when they sprint they are even faster than the entity but for a short period of time.
The changes I think would make things better.
1. Players should run, But it will alert the entity, Player also has stamina bar.
2. Entity's shouldn't see through walls unless player is running.
3. If Player is to far away from the entity it should add like a scent, Basically a pathfinding line from the entity to player but if player is to close to entity, The Line disappears.
4. Entity gets a mini map, Which basically if the person Runs, It shows up as red for as long as the person is running for.
5. Textures.
6. Better death animations.
7. perks? things for advantage for both sides
8. Also a goal, The exit.
9.
thats all.
Elephant sound slowed = Backrooms entity noise. Who would've thought
Amazing you whipped up a game like this. I'm really impressed and I love how accessible you make it seem
The phrase "And some polish- I mean polish" as a pole it's just hilarious
Personally i would advise adding a de-buff to running backwards where the player slows down when attempting to do so, obligate them not to look back and see the distance the monster has on you.
put a sprint button on humans and a sprint bar like its your energy bar
i like that when you said polish you put a brek
and the sounds of hauler are perfect
tips (I guess):
maybe add something to help players stay sane
instead of seeing players throughout the whole game, maybe it can be a button where you get to see players for a limited time
decoys to mess with the entity
a shift button or just a button for players so they can increase their speed for a limited amount of time
The entity noises are on point, it sounds exacly like the videos
A more fleshed out version of this would be a hit. ong
if you ever decide to keep developing the game maybe mapping the see through ability to the roar button with a cooldown (maybe just for the ability, you can keep spamming sound roars) so that its not op and making the players model static periodically on the entity screen like a sonar so that you don't know exactly exactly what theyre doing, kind of like echolocation. The roar will also give away the entity location to the players, letting them know how close the entity is idk
After fleshing out this game, you should do a 100 players try to survive the backrooms
1:55 Depends on the entity some can but only on certain levels and certain requirements, unless obviously you loud as hell. Then again the backrooms is just a bunch of stories made by people on the forums so you can create your own entity with its own backstory and abilities.
A couple balancing ideas and small changes to make the game feel more desperate.
You could give the entity a sense where far players are but not close ones so you could make it infinite. Having random office objects around to help the non entities would make it less entity sided. A couple things to prove textures would be having the wallpaper look like something from grandmas house and wet spots to the floors. Having a wet noise overlaid with the footsteps and a low pitch hum like you're in a submarine or something would add to ambience. Having the lighting be worse and flickering would make it seem more uneasy. When the monster gets close the screen should get increased visual/audio static/distortion and maybe even a slight rumble to add greater presence. From the entitys POV it should have a cruddy filter to match the physical appearance.
The entity doesn't know EXACTLY where you are, it just has an idea you're there.
You should use some sound based system for giving you the players approximate location, instead of this, which makes you op af
3:26 I like how he just sees the entity and is like "Nope"
with a bit more development, I see this as a comprehensible SCP Secret Lab
the noise the howler makes is amazing bro you got a sub !
This would be fun :P