Have you checked your library?
That one random
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Okay, I'm just going to say this. The game has issues, mainly due to it not being clear on what some things do and how to deal with or prevent them. Like in the security office mode, when the phone guy says, "I left the code for the fuse box on the cork board," he meant the sticky notes on the "WALL,"
I'm sorry, but how does that look like cork board?
Another thing is the game lacks in a few places. lighting, atmosphere, story.
Like, why is there overgrown grass everywhere?
Why does a SPA look like a run-down warehouse?
Why is the player working there?
Why are the robots horny motherfuckers?
Whatever the case is. This is just criticism about the lack of instructions and other things. Besides that, the game is okay.
I did want to make it accurate to their description; the issue was, well, there was not much lore to go off on.
I guess I could have done something with the apples for Bella and maybe something to do with fullness for Ligeska. but thought it would be a bit unless. It also misses the point of the whole active ability thing and lowering hunger.
Here's a concept idea.
Player active ability's. Since hunger does nothing why not give it a purpose by making it a resource.
Also another thing I'll be using the student model as a form of measurement and for the sake of time and headache I'll call it units.
Anyway here we go
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Students Ability name: Paper throw
Effect: throw paper forwards by 10 units
Side note: this Ability does nothing to the pred
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Bella's Ability name: Barge.
Hunger cost 20%-40%
Effect: when activated hit the closest thing in front of you.
Hit effect: If you hit a student push them forward by 15 units. if they hit another student or a pred stun them, if they hit nothing the student will run away.
Hit effect: If you hit a door force it open but alert the pred no matter where they are on the map.
Stun duration: 5 seconds
Cooldown: 30 seconds
Side note this Ability won't open the exit door
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Tulpy's ability name: Locate item
Hunger cost: 5%-10%-15%-30%
Effect: when activated select one of four items to find. paper, apple, unused key, book. then highlight the closest selected item.
Effect duration: 10 seconds
Cooldown: 15 seconds
Side note: Highlight items can be seen through walls
Side note: cooldown will start after the effect duration ends
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Satie's ability name: Peer pressure
Hunger cost 40%
Cooldown 80 seconds
Effect: when activated within 5 units near a student force them to fallow you around for a short time before walking off.
Pred grab effect: if you were to be grabbed by the pred make the student that is fallowing you take the hit instead
Effect duration: 40 seconds
Side note: cooldown will start after the effects duration ends
Side note: can only have one fallower at a time
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Ligeska's ability name: Snake eyes
Hunger cost: 40%
Cooldown 60 seconds
Effect: when activated Highlight where the pred is within 40 or 60 units from you. If you run during the effects duration end the effect
Effect duration: 10 seconds
Side note: cooldown will start after the effects duration
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all you need to do for Bella is leave with the book in hand. You can do this in normal mode
To make it easier on yourself, you can open the door to the exit then look for the book. or if you find the book drop it near the exit
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Satie, just win nightmare mode against her.
All i can say about Nightmare Satie, is get good...
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Okay so going in order.
Student
Pro: nothing.
Con: not sure if this is a con but the screen shakes while running. this doesn't happen with any of the other characters
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Bella
Pro: High body volume. Meaning she can escape easier and the pred needs more room to eat her.
Pro: can eat students.
Con: Slow move speed.
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Satie
Pro: Fast move speed.
Pro: can eat students.
Con: She makes more noise.
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Side note: Both Satie and Bella are preds so they need to eat, if hunger reaches zero, they suffer a speed decrease.
well here the Idea if anyone wants to use it.
A pred that stalks through the halls, always in pursuit, making the player feel like they are being fallowed no matter where they hide,
So here are the stats.
Speed when not in chase: slow,
Speed when in chase: High
Chasing skill: high,
Noise when not in chase: quiet,
Noise when in chase: loud
Height: slightly taller than the student model.
Gimmick: The pred is constantly aware of the player location at all times and will start heading towards the player; once pred has spotted the player, they will make an audio cue and stand still. If the player were to stare at the pred for 2-3 seconds, the predator would retreat to a random area, then start fallowing the player again after 5 seconds. If the player does not look at the pred within 5–6 seconds of being spotted, the pred will give chase at an alarming speed.
And of course, if you wish, change anything you like. After all, this is just a concept.