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yeah... i noticed some bugs too like the copepode not be able to kill the player sometimes, but Thanks for the report i'll be fixing it ASAP.

OH I'M DUMB, I didn't know the light could run out or you could change batteries in the flashlight

The map is huge and I still don't know how to open the doors, I haven't found a card or something like that

No its my fault that i didn't give a heads up that there's a battery life in the flashlight...

And there is a total of 4 color coded keycards green, blue, purple, yellow and they are in crates scattered around the pit

Good luck finding them :D

Yeah, that's gonna be difficult, as almost no one even has a clue as to the layout of the map.  Perhaps at some point have a map item in the game that gives a basic layout of some parts of the map, or at the very least shows a small radius around a central dot representing the player.  Would be good to mark off crate areas as well.  As for the darkness, Imma find a gamma setting and amp that up a bit.

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I have completed it, I dont know the layout really but I do know that the blue door is on the side of a corridor and contains gas masks, the yellow door is at the end of a remote corridor and contains the green card and the green door is in the green fart area in this massive atrium like room with 4 exits/entrances guarded by one of the worms you need to crouch around - it has 2 big exits/entrances and 2 smaller ones and one of those is locked by the green door which holds the pink card and the pink door is in a chamber adjacent to the room you start in through one of the BIG tunnels, the one FURTHER from the lesser copeopd (the tiny bug with long legs that lifts its legs up to "intimidate you") and is guarded by an abysmal copepod (the big lobster homie) (you dont need to crouch around the abysmal copeopd, in fact even running is ok but dont get too close) and the purple door holds a key that opens the massive door with the metal ramp and the white lock (the "that looks official" - Markiplier 2023, door) hope this helps. 

Bonus tip- you arent safe inside tke keycard areas, every piece of fauna, including the stalker homie can clip right through so be careful!

Don't worry I already implemented an item that can help you navigate the pit in the next update, and for the darkness ill find a solution for that problem

update when

I'm not very sure of it.

Yeah thats fine btw I have a suggestion, after playing this I got really pulled into it and started dingging into the whole flesh pit lore and from what I gather the only creature from the flesh pit universe you did not include in the game are the ballast homies and the stinging tricosomething so my suggestion was like a water area - not underwater, but you have to like wade through water like waist deep and the stinging guy would just be swimming in there with you but he would be like completely oblivious and the ballast siren homies or whatever they are called would instead respond to you with like sound cues that would draw the stinging worm guy to you that would be cool

Yeahh my original goal was to add more fauna to the game creating that biodiversity like Rain World if you know that game, but I'm currently fixing some bugs and errors. I saw markiplier played the game and the UI aren't supposed to look like that.

For the lighting issue, you should be able to add light objects that have a huge radius but low intensity, providing just a little ambient light to navigate with

That is definitely a good sign.  What is this item, btw?  And will it be a starting item, or something we'll have to explore to find?

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also the reason i made the map big is because i wanted to add more wildlife to the pit making it a diverse ecosystem.

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It would be nice to see that the critters are just as happy to eat each other as well as you.