Hello, Neighbour - Announcement Trailer (Cat and Mouse game with your neighbour)
101 replies, posted
Not to mention it seems a lot like your character is tall but skinny in the exaggerated cartoon style, compared this large bastard that sprints after you like a bat out of hell. I doubt you could even hope to physically fend him off.
[QUOTE=TheFilmSlacker;51149501]If you can kill him he wouldn't be half as threatening though[/QUOTE]
if you can, i assume it's going to be the hardest thing in the game and requires a ton of time to beat on him. if you have to attack him like once every 5 minutes or so, i feel it'd be just as tense (maybe even more so, because you have to outsmart him AND get a hit on him.)
I'm more curious about other neighbours since you're apparently in an entire neighbourhood. Will they react to your actions? Will the main neighbour interact with them?
[QUOTE=Keyblockor1;51142604]Whatever happened to him? He was a constant poster and a wonderful dude and all of a sudden he fucking left everything with no such goodbye message; Facepunch was a place that he loved dearly, where did he go?
Like, did he actually die IRL?[/QUOTE]
think he got an internship at some company and that's the main reason as to why updates on the intruder stopped first.
then they resumed and stopped again. my guess is it's still being worked on albeit slowly, but we don't know.
Love how he started each day throwing a box through his own window and climbing into it, until he decided to board it off to end his bad habit. :v:
[QUOTE=Wowza!;51158030]Pre-alpha gameplay!
[video=youtube;KNOwAHyxPfk]https://www.youtube.com/watch?v=KNOwAHyxPfk[/video][/QUOTE]
That fucking nightmare sequence. Seems like they have most of the core gameplay down.
[img]http://image.prntscr.com/image/d287c3deefe040bd8049da485cec3dff.png[/img]
Ooh, a clue?
[QUOTE=Wowza!;51158030]Pre-alpha gameplay!
[video=youtube;KNOwAHyxPfk]https://www.youtube.com/watch?v=KNOwAHyxPfk[/video][/QUOTE]
Its so nerve wracking whenever the player is in the house, I love it.
[QUOTE=Wowza!;51158030]Pre-alpha gameplay!
[video=youtube;KNOwAHyxPfk]https://www.youtube.com/watch?v=KNOwAHyxPfk[/video][/QUOTE]
30 seconds in and I already jumped just from seeing a mustachioed man
Is there a benefit to escaping to your house versus him just catching you? They both seem to just reset the day.
[QUOTE=Hanso;51158597]Is there a benefit to escaping to your house versus him just catching you? They both seem to just reset the day.[/QUOTE]
Later on the day/time starts jumping around regardless of escape or capture, making it hard to tell if the game starts fucking with you or if the mechanics aren't finished. But it seems if you escape to your house time advances, while if you get caught it (normally) should restart that portion of the day.
really hope there'll be a way to know where he is or something, it seems way too easy for him to sneak up on you.
[QUOTE=Blazedol;51158799]really hope there'll be a way to know where he is or something, it seems way too easy for him to sneak up on you.[/QUOTE]
That's the thrill of it
If you had an indicator of where he is, there'd be no suspense or anticipation
[QUOTE=ThatSwordGuy;51158903]That's the thrill of it
If you had an indicator of where he is, there'd be no suspense or anticipation[/QUOTE]
yes there would, since the house is considerably small and you still can't defend yourself. it may not be as suspenseful, but that'd be something worth losing if it'd make the game fun.
[QUOTE=Blazedol;51158929]yes there would, since the house is considerably small and you still can't defend yourself. it may not be as suspenseful, but that'd be something worth losing if it'd make the game fun.[/QUOTE]
the suspense is half the fun though
the other half is trying to get away once you get spooped by big-chinned mario
Honestly I think footstep sounds would probably be the best indicator of his position, but then this is the kind of game where pretty much any sound - doors, hammers to a board nail, something being knocked over - would make for a tense atmosphere. Just the slightest sound would make players freak out probably.
Now imagine if the neighbor could watch you sometimes and not even immediately gun it for you. And you don't know he's there.
This looks so great, definitely a project I'm going to follow.
I hope to see some unique death animations depending on the manner of death. It would be especially horrific to see him hammer your skull in or chainsaw off your legs.
I really think they need to use footsteps as a method to give you some idea of where he is if he's running about at least. He learns from your mistakes, what if you make a mistake based on sound? Maybe it starts exploiting that.
Seeing how huge his house is, I could definitely see variatons of the goal. Like for example reaching and opening the way to the roof instead of the basement. Or different rooms in the house.
I'd like to imagine he'd try to throw you off too by throwing objects in the other direction in order to misguide you
what if the twist is that when you find what's in the basement, you have to defend it from the other neighbors
[QUOTE=Zezibesh;51161101]what if the twist is that when you find what's in the basement, you have to defend it from the other neighbors[/QUOTE]
I honestly hope there's multiple endings to what the thing in the basement is, since having it be only one thing will be kind of dull once one player finds what it is and shares it online.
It could go in many directions that it would be great if what ending you got was dependent on how long it took you to break in, and/or the actions you took to get in. They could even have endings for players who decided to not even try to break in.
Footsteps should tell you where he is depending on the floor since that's how it is IRL. Such as if he's far away in the kitchen, you'd hear faint squeaks. If he's on a carpet, you might not hear anything at all but he won't hear you either if you're on a carpet. I just think it would so suspenseful if he's also trying to sneak up on you and you can hear the floor creak
Really hope there are other neighbors we could talk to. Maybe each one has some sort of different rumor about the guy across the street that could be true or could not be. I love neighborly gossip in my games.
What if there's the option to just ask him what's in the basement?
[QUOTE=Hanso;51158597]Is there a benefit to escaping to your house versus him just catching you? They both seem to just reset the day.[/QUOTE]
Looks like you keep whatever you have on you if you escape to your house(He keeps the basement padlock key and the binoculars he stole) Probably useful for preparing for the full on attack. Learn the code one day, steal a hammer the next, try to make off with the key on another. Prepare everything ahead of time.
I know having a form of defense kills the tension but I wouldn't mind if there was a small struggle to escape his grip if he catches you head on, and if it's from behind you can't fight it, not infinite though , like it would get harder each time until the third time it's impossible.
[QUOTE=jimbobjoe1234;51161319]Really hope there are other neighbors we could talk to. Maybe each one has some sort of different rumor about the guy across the street that could be true or could not be. I love neighborly gossip in my games.[/QUOTE]
That would be cool. Eavesdropping on neighbors reveals information about the interior of the house.
"I caught a glimpse of Neighbor's hallway when I went to go talk to him about X and it's filled with boxes"
"His back porch is so old, it makes such a racket whenever he steps on it"
[QUOTE=Zezibesh;51161101]what if the twist is that when you find what's in the basement, you have to defend it from the other neighbors[/QUOTE]
What if it turns out the reason the neighbour's AI is so good is because he's actually the previous player who discovered the basement?
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