1. Ditch The Poolrooms unless it's a really short level. Poolrooms are way more overdone than even Level 0. 2. Speaking of levels, just make it simple and do Levels 0 through 16 but do them out of order. 3. If you're doing entities (which you should), add in the ability for you to be able to beat them up but make it to where certain weapons work better on particular entities (like fire for Bacteria, shotguns for Skin Stealers, strobe flashlights for Smilers). 4. Have 1 or 2 actual endings where the player character actually survives the game instead of just having them fall out of the sky. 5. DON'T DO A WALKING SIMULATOR! We need blood and scare chases and entities and varied endings and cool backgrounds and....make the levels look as realistic as possible. Wr love realism!
2 months ago (edited)
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definitely the anomaly alley at some point. it’s such an amazing concept, it can be one of the levels!
2 months ago
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I'd love to see your take on different levels,other than the ones we're all used to seeing.
2 months ago
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Detailed, unique and varied level design. Weapons like guns and an enigmatic merchant like the one from Resident Evil 4.
2 months ago
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The Pool Rooms(Level 37 I think!) (Level 9) The Suburbs or should I say the Dark suburbs!)would be Nice Not to mention actual NPCS ALSO For Entities I would like to See Entity 81 Elevators Entity 3 Smilers Entity 4 Death moths(Male and Female) Entity 18 The Beast Boss of Level 5 And More!👍
2 months ago
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Different levels! Dreamy and Terror Fueled a few spots of calm to enjoy the beauty of the games design but over all xD would love it to be anxiety inducing, while allowing more movement autonomy. The terror doesn't have to just be entities but horror puzzles with light themes of gore. Have lke five different paths per map making only one of them safer with the least amount of terror. If you want to go all out. Offer a customizable character (you can even design accessories that players equip during map progression). To make it relatable it can be nostalgic items that were trendy throughout the early 1900s 2000's if you even wanted you could do simple pop culture jabsmto break the tension.
2 months ago (edited)
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I wanna see a small group of people who have all gotten lost in the Backrooms and have formed together into their own community or tribe.
2 months ago
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Rooms/fixtures coming in or out of existence. Finding evidence that you are being watched.
2 months ago (edited)
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If including Almond Water™ maybe have the lore be that the investigators in there found a way to influence Backroom generation/layout and tried to force spawn more of the stuff and vending machines that would have it. Whatever healing properties it has, it has the drawback that overuse causes you to suffer a sudden opposite effect as you leave the Backrooms, so if it heals tissue you become necrotic and if it replenishes sanity you lose it and suffer aneurysms, seizures, and possibly permanent psychosis, convinced forever that you are still trapped. If you didn't have to use it too much you could live, but if you're coming in after the research labs and expedition efforts have all gone to hell, this might be a more pressing concern. Text and labels in the Backrooms mostly are incoherent, missing pieces, gone, or blurred, like AI-gen'd stuff that doesn't come out right. A whole research log lists effects, tastes, and test results for different substances and beverages from containers with illegible labels and writing, including soda that was always at boiling temperature, water that phased through a guy's biomass to spill onto the insides of his clothes and the floor, and a lollipop that regenerated itself endlessly when it should have dissolved. Monsters are either pieces of architecture or inorganic substances forced into a humanoid shape in some horrific way, or faceless or feature-missing humans like the Facelings that might seem like "placeholders" or glitched models, to fit in with the idea of the Backrooms as a glitch from pre-fabricating possible artificial building layouts. Some are dead, unconscious, or not in any shape to do anything to the player. If any of them communicate, they seem either insane, animalistic, or lobotomized, having existed only by cosmic mistake and mixed-up memories of actually living, intelligent things. Within a neighborhood/suburbs area there's a sort of chasm or circular pit that is bordered with tons of houses fused into each other, going down into infinity. Some houses with basements have ones that stretch on and become openings to other parts of the Backrooms that have similar materials and appearances (usually concrete bunkers and parking lots). Some researchers probably brought along some weapon or demolition equipment in case, but making loud noises and fooling around with explosives tends to attract monsters or flat out cause them to manifest more, and the rooms can regenerate and shift to repair damage while some monsters can survive or don't feel pain or fear from small arms fire. Blowing open walls with bombs and facing the monsters with a limited ammunition supply is part of a possible final escape attempt mission after all else seems unavailable, probably as one option alongside a long trek across unknown territory for ending 2 or fixing a portal machine for ending 3.
2 months ago (edited)
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I like to see factions like M.E.G ,B.N.T.G ,The followers of Jerry and other groups if possible. There's so many groups of the backrooms that'll make for great storytelling but people just want to copy Kane's universe they forget about everything else.
2 months ago
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Isn't it a bit late to do that? There's so many backrooms games on Steam.
2 months ago
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JD Archives
Let’s say I’m making a Backrooms game… what would you want to see in it? Levels, entities, mechanics. Drop your ideas below
2 months ago | [YT] | 69