The Mask Reveals Disgusting Face - Release
#1 Posted 12 February 2014 - 11:29 AM
The Mask Reveals Disgusting Face is a horror game about a depressed person named Gary, who decided to spend some time in empty house outside the town. Bad idea. Some strange force locked him up here. Weird things started happening in the house, driving him crazy. Will he survive the nightmare?
The project has been in works almost half of year (with great delays, though). The story and some gameplay events are inspired by some of my past life experience. This is my first game based totally on my ideas and concepts, and I gotta say, I'm happy with the results. Special thanks to Micky C for proofreading game texts!
Download:
http://gamejolt.com/...ing-face/22523/
Controls:
WASD - Movement
E or left mouse click - Use
Shift - Sprint
Esc - Menu
F - Flashlight
Screenshots:
This post has been edited by zykov eddy: 12 February 2014 - 11:37 AM
#2 Posted 12 February 2014 - 11:34 AM
#3 Posted 12 February 2014 - 11:38 AM
#4 Posted 12 February 2014 - 11:48 AM
Oh well I wasn't too far, had just gotten the flashlight, i'll try again from scratch...
Edit : okay I beat it now, it's simple but really good
Is it duke nukem 3D textures shrinked to low poly I see here and there (like the phone)?
This post has been edited by MetHy: 12 February 2014 - 12:05 PM
#5 Posted 12 February 2014 - 12:13 PM
MetHy, on 12 February 2014 - 11:48 AM, said:
Oh well I wasn't too far, had just gotten the flashlight, i'll try again from scratch...
Edit : okay I beat it now, it's simple but really good
Is it duke nukem 3D textures shrinked to low poly I see here and there (like the phone)?
Thanks!
Some brick wall decals in the underground and a small lamp in the bathroom taken from Duke 3D. The phone is actually from Tekwar, I think.
#6 Posted 12 February 2014 - 01:11 PM
Btw, is there some way to independently change the mouse x/y-axis (they're uneven for me) through the console?
#7 Posted 12 February 2014 - 04:42 PM
#8 Posted 13 February 2014 - 05:08 AM
Played a little bit like Slender's woods, which is good because while I liked Slenders Woods I never finished it because it was too hard/scary for me. It's more like an interactive story than a game per say although of course it does have a bit of action, but the story is good for what it's worth. Not entirely sure about the replayability. It's got 2 endings so I might give it another go, but I probably won't play it more than twice.
The Dream Trilogy on the other hand, especially the first two maps, are pretty good and have nice scripted events IMO. Duke definitely needs more scary mini-mods like (and the Dream trilogy). Little scripted events like that can really spice up user maps.
#9 Posted 13 February 2014 - 05:54 AM
should make that wolfman, swampman, mummy, vampire escape haunted house, idn the stake to kill the vampire, find the silver bullets for the wolf, fire for the mummy, salt for the swampman (??) but you could only ever have 3 of those items ever spawn randomly in said house, all the while searching for the keys out or a way out.
make it in a 60's horror boobarella style of gameplay, would be a total winner
and more diposable charcs so its not about a single person survival, kinda want a slasher flick style one by one you get killed for fucking up and you could watch the awesome monster push your face into a sawblade
This post has been edited by DanM: 13 February 2014 - 06:01 AM
#11 Posted 13 February 2014 - 06:17 AM
Helixhorned, on 13 February 2014 - 06:05 AM, said:
I used HEX editors to change things.
For example, I've changed the "buy Duke 3d" window, because some people who tried to play my previous games were really confused by this message.
"Failed to load game data" sounds more appropriate, I think.
This post has been edited by zykov eddy: 13 February 2014 - 06:18 AM
#12 Posted 13 February 2014 - 06:26 AM
family crypt, pool area, library, dining area, kitchen, wine cellar etc all the high end stuff
so...
1 ) make 4 monsters
2 ) 3 tools needed to be found and combined (in some cases needing a wokrbench) to kill the monster
3 ) 4 items needed to be found to make the escape
4 ) sneak and hide mechanics
5 ) safe room to store your extra chars
we could have a hedge maze for the werewolf, mummy or apprarition could guard the key item in the basement, vampire could be randomly stalking the house, swampman is near the pool area.
#13 Posted 13 February 2014 - 08:31 AM
zykov eddy, on 13 February 2014 - 06:17 AM, said:
You mean, the exe here is based on the one you provided with Yume Nikki (which in turn is based on the 10-month old r3635), but without additional source code changes?
#14 Posted 13 February 2014 - 08:35 AM
Helixhorned, on 13 February 2014 - 08:31 AM, said:
Yes, besically
#15 Posted 13 February 2014 - 10:18 AM
#16 Posted 13 February 2014 - 11:05 AM
#17 Posted 13 February 2014 - 09:21 PM
Didn't get what I was supposed to do in the pistol area, shooting the face just keeps it respawning. Also that loading screen with prolonged fading effect does nothing but wasting time. There's nothing to load for that long.
Upd: okay, defeated the mask, the sprint key come in handy. There should be a bar or something for mask's health as well.
This post has been edited by CraigFatman: 14 February 2014 - 12:54 AM
#18 Posted 14 February 2014 - 03:25 AM
Yes, I'm THAT serious about what a health bar can do or not
#19 Posted 14 February 2014 - 03:47 AM
CraigFatman, on 13 February 2014 - 09:21 PM, said:
Didn't get what I was supposed to do in the pistol area, shooting the face just keeps it respawning. Also that loading screen with prolonged fading effect does nothing but wasting time. There's nothing to load for that long.
Upd: okay, defeated the mask, the sprint key come in handy. There should be a bar or something for mask's health as well.
Thanks for the short review.
The section was removed in YN3D as well, but readme still contains all needed information about EDuke32.
You're right about loading screen, I'll try to fix that later.
This post has been edited by zykov eddy: 14 February 2014 - 03:49 AM
#20 Posted 14 February 2014 - 11:51 AM
#21 Posted 14 February 2014 - 03:35 PM
#22 Posted 16 February 2014 - 04:21 AM
darkcaleb, on 14 February 2014 - 11:51 AM, said:
Of course, but what mechanics do you mean exactly?
This post has been edited by zykov eddy: 16 February 2014 - 04:21 AM
#23 Posted 17 February 2014 - 08:54 PM
I declare this a failure. I guess I had high expectations for this game.
#24 Posted 18 February 2014 - 12:48 AM
AMC TC or IW would of likely of gotten much more attention if Duke was still the protagonist, but that's not the mod I wanted to make (and neither did anybody else on the team) It's a simple choice between mass appeal and making what you enjoy. As much as I hate faux-elitism, look at how many downloads casual phone games get compared to even relatively higher-production Indie games released on Steam. Hinging success/failure based on download count just doesn't make sense.
#25 Posted 18 February 2014 - 02:56 AM
James, on 18 February 2014 - 12:48 AM, said:
AMC TC or IW would of likely of gotten much more attention if Duke was still the protagonist, but that's not the mod I wanted to make (and neither did anybody else on the team) It's a simple choice between mass appeal and making what you enjoy. As much as I hate faux-elitism, look at how many downloads casual phone games get compared to even relatively higher-production Indie games released on Steam. Hinging success/failure based on download count just doesn't make sense.
I agree, download count doesn't matter, but feedback does. I'm basing my thoughts about the situation on my experience in indie game community. There were lots of 'original' indie horrors before, and some of them, not being better than The Mask, gained much more attention and feedback, and what bugs me. I thought the horror adventure with retro-like graphics (which are popular these days) will do better than 500 views in a week.
I was dreaming about people expressing their feelings about the game's story and atmosphere, but ultimately got almost nothing. I would understand if the game was bad and mediocre, bu people who played it said it was good and deserves attention. I guess they're wrong, or maybe I didn't promote it very well. I'm just confused.
I'll try to promote it a little bit more, then I give up. I feel really bad.
This post has been edited by zykov eddy: 18 February 2014 - 02:58 AM
#26 Posted 18 February 2014 - 04:02 AM
As James has said, this doesn't get the benefit of already-popular concepts (and we've all seen the power of brand recognition with the DNF 2013 mod), and there's also the point that it's not as scary as scary other projects. IMO it doesn't have to be actually scary to do its job, but maybe that's part of the reason compared to the other projects? I don't play many "pixel horror" games or games in general, so I don't know what they're like. But as I said before this plays more like an interactive story than a game, and maybe that doesn't appeal to some people? I don't know.
Anyway it's early days yet, this thing might yet build up momentum. Let's see what happens.
I wouldn't call it a failure though no matter what happens
This post has been edited by Micky C: 18 February 2014 - 04:04 AM
#27 Posted 18 February 2014 - 04:36 AM
I'm looking at you Rust, 7 Days to Die and DayZ.
#28 Posted 18 February 2014 - 04:43 AM
#29 Posted 18 February 2014 - 05:49 AM
I played it some days ago as a must, cause i love your personal touch on "creepy" projects (then i forgot the feedback cause i'm an idiot).
As a modder , i enjoy a game/mod not only "as is", but also how it has been done: maps, con tricks, effects, (EDIT: prefixed length and time spent about) and the author personal style. This one has even more, many source code modifications. Technically, it's perfect.
To be honest, this had a bit different atmoshpere, i've not enjoyed it so much like others, but is fine. As an indie horror, It could scare or disturb the player even more in some sections, but i guess is your choice, than lack of ideas and "shrewdnesses" (is that right ? ).
Then, maybe the message is more important than the game itself, but about "man's mind prisons" , i found "The wall" deeper than this one. Or "The wall" just came out before than "TMRDF". Or, i already know your feelings you put in your projects and i'm just not surprised.
Or, we also remember you are in a quite bad mood in last months, and we don't care if a project "fails", cause RealLife™ has is weight, also in game-making or expectations.
As for your expectations, maybe it's a failure. As for downloads, maybe it's a failure.
But you said: "... and I gotta say, I'm happy with the results".
This is very important, you do what you like, and share it with us. We liked it. It's a work of yours. This is not a failure.
Don't worry about a download counter, you are always (the great) Eddy Zykov.
This is my opinions ofc, and i hope it will help you rather than feel even more bad.
This post has been edited by RichardStorm: 18 February 2014 - 05:56 AM
#30 Posted 18 February 2014 - 06:37 AM
James, on 18 February 2014 - 04:43 AM, said:
I have Rust but don't play it and I only play 7DTD with people I know.
But in a few hours I'll be switching my gaming style to a new one being released called Banished which looks quite interesting.