Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BrocBois

19
Posts
3
Topics
56
Followers
11
Following
A member registered Dec 17, 2021 · View creator page →

Creator of

Recent community posts

(2 edits)

Exploration is key. Try different routes and inch your way to victory. If you want to beat Alpen Ghoul, you’ll have to earn it. It’s one of those games. Your playstyle is up to you, but I recommend staying crouched, keeping your flashlight off, and searching around the mountain slow and safe until you’re more familiar with it. Once you have an idea of what’s out there, crank up the speed and aggressive sliding. Sliding is the fastest way to move.

Beyond this advice I can't help you. It's up to you to pull off a win. The mountain is cruel and there is no easy way to beat it... but it is beatable.

Lost, cold, hunted. ALPEN GHOUL is a game that drops player into an oppressive environment with a minimal amount of guidance, and a constant threat. The point is to force the player to adapt, learn and overcome. You also have a coooool slide. Wheeeeeee!

Play it here.


Game difficulty has been rebalanced to be a bit easier. Good luck and have fun out there on the mountain!

You can now enjoy this brutally intense horror game for free until the sun consumes us all. Conquer the mountain yoursel,f or dare a friend to take on the challenge. The game is guaranteed to keep you on the end of your seat. Good luck, have fun, and remember that the real Alpen Ghoul were memories made along the way.

Check it out here! 

https://brocbois.itch.io/alpen-ghoul

Yup the newer versions have been tweaked a bit in the level design and behavior. I also added a safe area at the respawn for collecting your thoughts and relaxing a bit between attempts. It's still pretty difficult, but I was able to get the average death count down to like 10-15 deaths which I think is exactly where I want it. Keeps the monster a threat and getting to the end meaningful, while not feeling too impossible.

(1 edit)

You did it! Thank you so much for taking the time to solve the game (it's not much but I subbed lol). Can't wait to watch. The trophies are optional and just for fun.

Awesome playthrough. Looking forward to seeing your reaction the 2nd ending.

Did you record it? I HAVE to see your reaction to it!

(1 edit)

Hilarious vid. Sending a 10/10 right back at yah!

(1 edit)

There is a true ending. It has never been seen.

ALPEN GHOUL

You’re going to need to play smart and tread lightly if you plan on making it to the top of this mountain. An untold horror haunts these lonely trails, stalking your every move. Each ascending step brings you closer to your goal and even closer to death. And die you shall, more than once, in your quest to explore further, hide more effectively and slide to safety only when necessary.

ALPEN GHOUL is an exploration/stealth game. Your goal is to reach the summit alive, but you are not alone. You are being hunted by a creature freely roaming the map using non-linear paths. Moving too quickly and making too much noise assures a quick and brutal end to your journey at the hands of your pursuer, so play smart and move with purpose. A flashlight will help light your way, but will also light the way to you, so use it with caution.

Good luck, have fun, be scared, and always remember, the real ALPEN GHOUL was the memories made along the way. 

(1 edit)

Thank you. We are hoping every victory feels like a real accomplishment and that those final moments approaching the building are always tense.

(1 edit)

Thank you so much for the kind words! Trying to help players with navigation ( hopefully in subtle ways ) is at the top of the list for future updates. I want people getting lost a little, but not for the wrong reasons like areas looking too similar. Like you all, I'm experiencing a learning curve of my own. Enjoy the tape hunt!

-update- 

I changed the intro area to have a place to chill right after you respawn and adjusted some elements in the level. I've been working like crazy trying to update it and help players without it losing its core Player vs Monster feel. I love this stuff. Dissecting what works and what doesn't is what got me into trying to make a game in the first place.

(4 edits)

I think I just need to communicate better that too much running is basically an instant death because he is tracking you and hears you. I have learned so much about level design in the last 24 hours from watching people play the game. This guy is the only person to pay the game as I saw in my head.  He might be the first person to enter the building though the intended path. I'm thinking of ways to get more people on the right track and help people get over that initial hump. Thank you for the feedback! No monster AI nerf just yet. The full game will have safe rooms double as checkpoints and allow for the player to have ways to escape the monsters grasp. I think the high difficulty of the demo helps condense all the feelings of what I want the full game to feel like but in under a few minutes.

It's just the demo version so if some players can't beat it, that's totally fine. The full version will be a bit more forgiving because I want everyone to be able to get through that version.

Again, thanks for the feedback! This is the exact type of thing I was looking for. I would love to hear from more devs.

(2 edits)

The creature devours another youtuber LET'S GOOOOOO. Thanks for playing, you actually got really far and were way closer to the end then you realize. I am monitoring the difficulty but I don't want to nerf him too quickly. A lot of the deaths come from its ability to hear footsteps and see the flashlight.  Your playthrough was actually closest to the intended design. He is made to be a real antagonist and not feel like a jump scare Roomba.

(5 edits)

This video should help more than the gameplay tips could.

Did you ever find one of the boomboxes to play that tape you found? You might like what happens.

UE5 and one dev but I got help from my girlfriend and brother on assets, animation, and playtesting when the pile of stuff to work on got a bit too big.

Everything was built in house ( and I mean that literally because it was made in our apartment ) except the wooden beams in the mine ( Quixel ) the snow footstep sounds and the environment textures ( Quixel ).