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Comment History
HylianLucario
HylianLucario - - 5 comments @ A Step Into Darkness

I would like to speak for the knife combat. It should be in levels where the proxy is an enemy, in order to add differences in kind, tho you should wait to continue development until most of you're more wanted features are functioning. Also, I recommend you watch the YouTube channel Extra Credits and their videos on game design during some of your free time. It coulld provide some helpful insight. Again, I'm happy to help you're team.

Good karma+2 votes
HylianLucario
HylianLucario - - 5 comments @ Sol Avenger

The hype is real.

Good karma+4 votes
HylianLucario
HylianLucario - - 5 comments @ A Step Into Darkness

I would like to pitch a few more ideas. Firstly, make the notes say original quotes, like, "It took my child" or something of that nature. Secondly, attach moving tentacles to Slender Man's back, making the movement slow (a clear slime would be nice, but can be skipped if you or your engine can't handle it. Kate's design is good, but don't be afraid to make a more original design or a new type of enemy all together. Finally, play some great horror games and see what in their design made the experience and try to replicate the feelings that game design made.

Good karma+2 votes
HylianLucario
HylianLucario - - 5 comments @ A Step Into Darkness

Firstly, good job on developing a Wii U version, Slender is usually just PC and the Wii U needs horror games. Also, you should have a different goal type, like solving a lever puzzle while Slender chases you, adding sections where the player is just exploring a graphically pleasing environment while erie music and sound effects play, and lastly creating an enemy that behaves like the enemy from Amnesia. You could also explain the Slender lore during the story, because without the lore Slender isn't that scary.

Good karma+1 vote
HylianLucario
HylianLucario - - 5 comments @ Slender: Strange Forest

I would like to say, either teach players the Slender lore during gameplay to make the game scary, or add a proxy dominated part (with a different goal, like a puzzle) in which the area uses atmosphere and not jumpscares to create horror.

Good karma+1 vote