#feedback & suggestions

1 messages · Page 1 of 1 (latest)

mint sky
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Wonderful work thus far, I look forward to seeing your new level soon. Thanks for building this thing in UE5, the realism makes for a very entertaining experience.

Here are some ideas..

Character

-breathing noises that get more intense as stamina runs out to convey a sense of intensity & panic. Gas mask noises, the sound of the suit crumpling around as you move more violently.

-randomized, or event driven character sounds. For example, in 'the long dark' the players character talks to himself complaining about how cold he is. This could be tied to stamina loss as well "oh god I'm gonna die!"

-death sequence with noises, dismembered character models etc so it's gruesome to see your friends get killed 🙂

-objects or signs or something that are only visible when looking through the camera

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Level design

-The procedural gen of the maps is a good start but I found myself not being all that immersed. IMO well done backrooms architecture is similar to real world architecture but something's off. It reminds you of somebody's DIY house reno that went horribly wrong. Difficult to put your finger on exactly what is off, but at first glance your brain just knows somethings odd. Perhaps it's a lack of symmetry, whatever it is, it's difficult to describe, and if you can find a way to summarize it and then procedurally generate it you'll become powerful beyond measure.

I can tell your map is generated on some sort of grid reference, it shows in the uniform shape and size of the pitfalls. I believe this is where the immersion starts to faulter. Adding random odd values to create irregularities in the grid will likely help create the backrooms effect.

-I loved the single chair sitting alone in the middle of a big wide empty space, more elements like this! More strange things to stumble upon, things that have noclipped in from the outside world, perhaps very old objects to convey the idea that the backroom realm is everpresent and has existed alongside our world since time began...

Enemy/AI

-make the bacteria respond to player whistles so players can work together to distract or lure it away

-it should not be outrunnable forever, it's rate of movement should be such that it WILL catch you if you don't hide or have someone distract it away from you. Or, there could be a penalty for exhausting your character too much, a period where they must walk to catch their breathe which will likely lead to being killed.

-the bacteria, when spotting a player could pause for a split second, roar and charge in a very intimidating manor

-the bacteria and or the other living entities in the world could cause interference with the video camera, this could be a method by which players can detect its presence

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feedback & suggestions

vernal vector
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These are great. Thanks for the suggestions!

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For the new level I am definitely working on making things feel a bit more disorganized and random so hopefully that will give a more backroomsy vibe

mint sky
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Player model could use a visible body when looking down.

Some sort of visual filter or modeling laid overtop of the first person camera to give the feeling of actually being inside the suit.

Radio filter effect on voice chat to mimic that commonly seen in backrooms shorts.

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A mission where 1 team member is an armed soldier who must protect the science crew from attackers as they achieve some objective

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Randomized drop in multiplayer ala Elden ring where people can join the session and control enemies or worldly events, perhaps without announcement.