there's a brazilian youtuber/streamer who played it thinking it was a legit puzzle game because he found it on the steam recommendations list, and ended up wasting hours trying to finish the game... search for "lives do cellbit" and watch him being tortured while the chat laughed knowing what it was about xD
Halfway expected the final level of player gaslighting would be that there actually wasn't a monster at all and the game was just playing false audio cues and using clever object placement/movement to get players to run away from nothing
I love the idea of making games just to inflict pain and suffering on others. You could make a personalized hell by including everything your friends hate or fear. Maybe quiz them to find out what they dislike in games and try to include as much as you can. Hide little insulting messages all over the place to keep their spirits down. Make things safe to use and then suddenly it harms the player randomly. Add hints to puzzles that just lie and make even the simplest of puzzles impossible if you actually listen to the hints. Make basic mechanics like movement unreliable by randomly changing movement speed. Add false sound effects to cause anxiety after teaching the players that listening to sound cues is very important to survive. Trick the players into thinking they are nearly finished with the game and then reveal more chores to do. Make events with very low chance of triggering to create uncertainty so the player never gets completely familiar with the game. I cant wait to see what you come up with next.
Actually that's kind of ingenious if he just show the monster once walking and trigger it once or twice only to be never be seen again or occasionally walking pass by it 😂
This is the average LucasArts Point & Click game. Confusing and with completely obtuse answers that you need to check the manual for basic hints on how to solve the puzzles.
I was genuinely convinced for the first half of this movie that there were just randomly scattered scripted noises and that there wasn't a monster, and when the monster was first revealed my heart stopped for a moment
Dude me too. With all the fake clues and keys to puzzles where you just guess the pattern I genuinely thought that the "something chasing you" was also just him trolling.
@@MegaOgrady For this sort of stuff you usually put in overrides that skip parts of the game, you don't want to spend 2 hours every single time you change something near the end.
@@nikkiofthevalleyplay testing means testing it from start to finish when completed to make sure it works. What you described is testing each element to make sure they work.
Valefisk: hehehe i'll have a clever hint about draughts Literally Everyone: What the actual fuck is drafts Valefisk: .......... tbh Vale getting frustrated because people are getting confused by his confusing bullshit is the best part
AM I THE ONLY FUCKER WHO KNOWS WHAT DRAUGHTS IS!?? i was legitemately screaming when she pushed aside all of his checkers hints he was giving her, considering how generous they were given how long she was doing the lever puzzle
You know what would've been hilarious? The 4 keys actually work and open the door but behind the door is an endless hallway that the monster can chase you down in.
Better Yet: The door opens and it does lead to treasure or whatever, but the door opens so slowly that if the monster is on the farthest corner of the map, it will reach you just before you can get through.
@@TheOneGuy1111 this would honestly be the most easy to implement and also the most frustrating. Just script an event that the monster respawns at a set point on the map once the keys are placed, but have it timed perfectly that it will reach the player before the door opens
31:42 ‘oh my god, what is this beast?’ That might be one of the most British reactions to whatever that is I have ever heard. Brilliant Lynx. “What a spooky bein’. What a spooky bein’”
And I think the small part where it is built up, with the coffin is terrifying because when you see the coffin you know it’s gonna get out, the question is when, so when you see the opened coffin, pure fear overtakes you
39:30 Maivi's method working and then her giving up and saying "It didn't work" while literally standing right next to the opening to the key was heartbreaking
Vale went from torturing people via games to making his own games to torture people. Someday he's just gonna cut out the games and just torture people.
maivi is unintentionally the funniest person to watch just because of the shit she messes up that always sounds like ironic jokes but is always completely serious
How about a psychological horror that actually melts your brain in other ways: - Make the door opening animation painfully long - An extremely long tutorial explaining every single control (or mechanic/gimmick) - A key combination where only one single hint of just one single key/number/symbol exists - A meaningless picture that pretends to be veryyyy important (maybe found in a path that is very visible and can be seen often) - Random noises that scare the [?] out of you just like the Minecraft cave noises -> Maybe also a random discord ping every 30 minutes just to annoy the person playing - In the game, give the player a task that makes no sense as it has nothing to do to progress - [Too much Effort] Make it Non-Euclidean like the game "Anti-Chamber" where Circle-Paths have 5 corners or an infinitely long hallway - If you end up progressing up until the end, a hint will say that the last key is actually at the start of the game (which you are unable to reach) so you need to completely restart from the beginning -> This also makes it possible to have a random maze that has random halls and walls that weren't there for the first playthrough - Oh and for the sake of it, when you see a (fake) key and try to approach it while losing sight of it, it just so happens that it disappears.. huh Alright, have fun making it more painful!
What if in horror game you constantly were getting notification like "Hold shift to sprint" through entire game for no reason and like half of notifications will actually warn about monster chasing you
Gotta say, out of all of them (aside from Lynx being the smart man by calling it quits), if the door COULD open and Vale didn't rig the game, I think Dom's second strategy would have won. He took all the time to prioritize and unlock everything for every key, he would just need to remember the correct route and pick up the key nearest to the door last. Buuuuut Vale rigged the game, so nobody CAN win.
That creature is actually so perfect for that game, I mean it fits the atmosphere and aesthetic exactly in a way that makes it horrifying to be chased by and also so surprising when you first saw it. Because it sparks that curiosity that was shown when the dude started to get closer cuz you expected something like a vampire or something, not GOD DAM SPIDER CRABS hahaha
Im not really a fan of the "I hurt/scared my friends with this WHACKY THING I MADE" genre of video, but you put a stupid, stupid amount of effort in ruining people's day. High effort torture I approve of.
A couple ways to freak the hell out of the players if you ever make another one: Have stuff change when the player looks away/ stuff is different when a player comes back to an area. Have the game change slightly and give cryptic hints throughout the game that it knows the player is on their second attempt when they retry.
I would like a variety of creatures to encounter, only one of them present at the time but when far away from the play the current creature gets replaced by another.
I'm only halfway through, but I just realized that, whether intentionally or not, you created a TRUE horror. Reason being is that because the players wasted so much time suffering to collect the keys, and up until now there being no notion of saving, it creates a TON of investment, and as such, so much to lose if you get killed by the monster. Touche lmao
Idea for gaslighting your friends some more - Make a game that listens to the mic, make the monster in the game sensitive to sound from the mic with no warning that this is the case whatsoever, then run this format again but with that game. If they demand you prove it's beatable to them, show them you playing through a version that doesn't listen to the mic.
@@ThatguycalledJoethat would make it even more obvious that ur mic is heard by the monster💀 a horror game isnt going to implement a voice puzzle for no other use than just puzzle.
I genuinely spent the first half of the video going “my guess is that there’s no actual monster and there are just hints that there’s one to add further psychological damage” then I saw the monster and I am so glad I was wrong because that thing is terrifying in the best possible way
Proud of Lynx for not only making it the farthest on his first try but also being wise enough to stop after his first try despite being completely out of it.
To be fair, this has been a good trick many horror games have used, just saying "press [button] to sprint/run" when there is no danger yet to make you worried and afraid, because why else would the game explian how to do something if you didn't need to do it right now/very soon?
@@RipOffProductionsLLC exactly, the game telling you how to sprint is an indication that you will need to sprint or atleast want to sprint...which in a horror game usually means bad shit happens if you dont
@Valefisk Do you know what would have messed with these guys even more? If the horror was just a giant cockblock. The scariest was just their minds playing tricks on them.
It actually is quite possible to beat it if you get the first key once all the others have been picked up, because then you have more than enough time to... realize that the door won't open. Fuck, that's evil.
Scary stuff timetable First encounter with the monster 24:35 to 26:04 Brief sighting with monster 27:56 to 28:05 Scary encounter at 29:50 to 30:03 Encounter and death at 30:30 to 31:00 Lynx goes full chad and stares it down at 31:26 to 31:50 Slight jummpscare at 33:03 to 33:24 Death at 34:06 to 34:17 Sighting with the monster at 34:43 to 34:47 Scream-ey death at 34:55 to 35:06 Rapido encounter (and death) at 35:35 to 35:56 Jumpscare encounter and death at 37:56 to 38:06 Sighting at 43:00 to 43:10 Encounter at 45:00 to 45:26 Realization death at 45:42 to 46:02 Final death at 46:28 to 46:34
I think you missed a trick with the end thing. In addition to "Death Mode" triggering only when all 4 keys are in the locks you should have actually had the door next to them open but have it be a really long corridor that makes it impossible to outrun and/or evade the monster and end in nothing (or just a message or something)
47:49 Hence why Alien: Isolation is such an incredible example of good horror game design. Indies take note. Plenty of videos talking about how and why it works. The AI in this game does a decent job at building the suspense, but (obviously, and intentionally) fails at maintaining it at phase 4. Very cool game.
Make it cheap so lot of people won't think twice about buying it, us viewers can then go review it positively. Spread the torture around you know? Somebody put this up to Vale for consideration.
Valefisk should try sneakily finding out what his friends are afraid of and then make a horror game with all that knowledge in mind. Could be fun. For Valefisk. And us. Not so much for his friends.
I once broke down on tears because I was unable to hit the start button on a Minecraft horror map, so I feel confident saying torturing me would have been as simple as making a square room with no lights and debating whether it would be cruel to post the results online
@@Alice-he2zh The callouts. Soccer fans often still listen to the radio to tell how the game is going, thus they are able to recognize EXACTLY what each word the announcer is saying means. "Rodrigo is running across the left side of the field unhindered... He passes it to Vasquez as Jona tries to bloc- OH OH VASQUEZ SCORES FROM CENTRAL!" And by tabletop, he meant games like DnD which is self explanatory.
Even after months, I still come back to this. And the first reveal + Dom's reaction will always the best part of the video xD *grabs Key* Vale: Why did you-?!? Dom: *scream of terror* I DIDN'T KNOW!!! Also Dom: *completely calmly* Admittedly I should have known. Still Dom: BUT I DIDN'T KNOOOOW!!!
So there's 2 ways to approach this: either you aimlessly walk around in circles while being drunk until you eventually make progress OR try to be more big brain than Einstein himself, failing misserably in the process and getting progress by luck. Either way the result's gonna be the same bc... "THE GAME WAS RIGGED FROM THE START"
Would have been funny to have a game with a hiding mechanic but no monster just to mess with people. Put hiding spots everywhere and have spooky ambient noises but no actual thing to hide from.
I would like to suggest a speedrun for this game. The "You failed"% run. Goal is to get caught as quickly as possible. Does the AI allow you to touch the monster and get caught if it's only in phase 2? Or do you need to get it to phase 3 and get lucky? Or is it best to rush phase 4 for the guaranteed ticking clock? Who knows! Not me!
"There's a way to figure it out without even looking at the bridges" - 11:40 - just one example of Vale gaslighting his friends (victims) one about 37 different levels at once. This entire video is incredible
This might be an unpopular opinion, but I really enjoyed the dev log at the end. It's cool that you know how to build a game like that - even if it's just to torture some folks.
You have all been called here. Into a labyrinth of sounds and smells, misdirection and misfortune. A labyrinth with no exit, a maze with no prize. You don't even realize that you are trapped.
Damn, I hate when somebody reanimates my corpse by unleashing my cursed form, and I wake up with a GODDAMN cold! Fucking write-off of a day, I tell you.
Imagine a hallway that's seemingly straight but it curves in one direction by 1 degree. To the naked eye, it'll look like one straight hallway but if you kept walking you'd eventually do a full 360
@@based980 It's true, there's a small tourist spot in my country that's basically just 2 giant trees and it's said that if you manage to walk across the middle of them blindfolded without accidentally turning left or right then you'll have a long life(or health or lover and wealth or smth idk it's just a fun myth). I tried and became a public laughingstock by going full 180° midway through, and even walking past the starting point. However it seems like running helps because my little sister sprinted and managed to go across almost perfectly straight lol
man this game is definitely what a legit nightmare be for me. a dark and dusty complex that is eerily silent, the implication that *something* is going to get me, and the convoluted goals i need to achieve to escape it. good shit bro keep it up.
that thing jumpscared me like every time; the fact that it moves fast, but not too fast, and seems to just come out of nowhere due to the lighting is genius no wait he's faster than I was thinking still genius
Other than it actually being uncompletable, this seems so well designed. It carries a lot of atmosphere and the beast has pretty good programming for what is the video
This is super cool for "just" a RU-vid video. I found your channel through the Geoguesser and Monopoly videos and I love putting on these super unique and long videos in the background. Great work (:
Man, Crypt actually is a really good indie horror game idea What if you REMADE it with an actual way to "beat" the game? oh and with more than what was provided here (more 'levels' to it, I mean)
"Human Torture Device" I think you mean "An Actual Dungeon" No fluff, just a maze no one was meant to solve to lock away a prize no one was meant to have
From commiting crimes against humanity in games to making games that ARE the crime, the Valefisk character arc continues to be better than most modern media. Based Edit: All the fore shadowing of Gregor Samsa makes the monster so much better.