Living Islands in the Dark Sea

Living Islands in the Dark Sea
effort 4.0 8 quality 4.222222222222222 9 reasonability 4.666666666666667 9

high tier revealing potions on underwater structures

I like the concept but if you can please come up with more examples because being shot at by a tree does not sound lore accurate imo

gotchu

I have just read what that is, I prefered not to. Seems like @A_friendly_Bear was the creator of these (he likes this stuff). ;-;

??? also im up for living fleshy island that attack the player, would be a cool drawing but i have no idea how to give the main idea

the creature that guy I replied to mentioned behaves similiarly to you in the #art channel

yeah, but if only some islands have it and people are playing the game without knowing that it exists they’ll die to it and it’ll feel unfair. plus, not letting people fight it doesn’t make sense in a game about fighting, and it eliminates a lot of engaging scenarios.

can I kill a harvester using an overpowered crystal thermo warlock build (I’m also using slowness gel)

go commit unundie

i searched that, pretty sure there is a big, very big, difference

If you talk about vita carnis inspirations then it basiclly means “alive meat” search the name above and you should see what he meant in suggestion

Woah I like this

I’m fucking in

Nice! More horror elements in arcane odyssey!

no, but you can do unspeakable things to it :smiling_imp:
(joke) (just means to attack it violently, not fully kill it tho) (this is a joke) (joke) (this is a joke)

Coolio, love the idea, though I’m a bit scared it may be too complicated for AO. Hopefully it’s given a chance, though, as I love this idea.

One extra island; Mass Grave Island

When the player arrives on the island, their screen tints to have less color, with the effect worsening the longer the player remains on the island. The island itself is fairly normal, taking one of the standard biomes. However, it holds a large amount of graves of all kinds, with especially large clusters near the center. As the player spends time on the island, transparent humans appear. At first, they only stay for a second, trying to spawn outside of the player’s view, then disappearing right after they’re seen.

As time goes on, though, the entities start to linger. More and more will start to appear, no longer vanishing. The sides of the player’s screen will begin to fade as the greyscale effect worsens. Eventually, the player themselves starts to become transparent. Their walkspeed drops quickly, and they have to consume stamina to even move. If they fail to get off the island by this point… they join the ghosts of the island.

Oh, and of course, there’s really good loot on the island. Gotta give them an incentive to go.

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Harvester basiclly has roots and biggest ones have them in 100 meters radius. They use some kind if toxin(not really sure about this part) and burry their victim alive and slowly eat it. So we basiclly play the floor is lava all over terrains like grass

(we should be safe by jumping on rocks)

or by walking slowly, if you’re running, carrying cargo or jumping in any way, they detect you, if not, you’re safe

there is little difference, in looks you are different, but behavior is the same

Instant kill and unkillable isn’t fun. Especially for seemly no reason at all. Even if the point is to avoid it, it still doesn’t make it good design.