Making The Damage From Insanity 4 And 5 Level More Scary

Making The Damage From Insanity 4 And 5 Level More Scary https://forum.arcaneodyssey.dev/uploads/default/optimized/3X/6/0/607142c1a7f4ff5a6320f9aeb916a3d0d56b1fc2_2_818x1024.jpeg
effort 3.142857142857143 7 quality 2.857142857142857 7 reasonability 2.142857142857143 7

I remember trying to find hecate essence to change my main magic and pretty much hang around range 4 and 5, got no luck despite spending 5+ hours but that isn’t the point of this suggestion. Whenever I crossed the 5th range, I started getting damage which was counterable with recovery buff.

This was kinda underwhelming for what’s supposed to be dangerous levels of insanity, so pretty much I tried thinking of stuff to make this look scary.


Fighting Your Schizo Demons

  • Upon reaching the insanity level of either 4 or 5, the shadow figures you see would now start acting up and try to kill you. The shadow figures’ aggressiveness also depend on the insanity level, starting from just watching in the distance, to straight up choking you to death if you don’t struggle.

  • Shadow figures’ aggressiveness in insanity 1-3

    • No changes, they continue to watch you from the distance and disappear when the player gets close.
  • Shadow figures’ aggressiveness in insanity 4

    • Slowly taking damage over time permanently in this insanity level is removed and instead, the source of the damage becomes the shadow figures.

    • The shadow figures start to float slowly towards the player with no animation at all. When they get close, you get jumpscared with a png on your screen and you get damaged, then disappear. An example of a png would be like this:

    • The shadow figures’ floating speed would slowly get faster, meaning to say you cannot completely avoid them in the long run.

  • Shadow figures’ aggressiveness in insanity 5

    • Everything in insanity 4 except with a few changes to png and damage effect.

    • The aggressiveness in the shadow figures’ would be clear anger, resentment, and pain to the point it even shows in their face in the png jumpscare like this:
      image

    • The jumpscare png stays as the shadow figure start to strangle you to death with each second deals damage as it usually does right now. You can struggle out of this using the same way to escape a whirlpool when swimming into it.

    • Others can’t see them strangle you, struggle on your own.


TLDR

I pretty much reused some stuff like the escaping from the whirlpool when swimming into it, and the shadow figures we have now to just slowly float towards the player with no animations to deal damage in insanity 4 and 5, rather than mysteriously take damage due to becoming really unstable.

The new stuff however would be the jumpscare pngs when the shadow figures get close to you, as well as the choking you to death thing in insanity 5. Overall, this should take only 2-3 days of coding which other devs can take over while Vetex focuses on the main update.

3 Likes

i dont like them
mainly for this reason

it basically initiates a time bomb when you enter those dark sea ranges, which means you have to keep being on the move or take progressively larger amounts of damage

also bruh you got recovery V or smth

i think jumpscares are too much. it also kinda ruins the mysterious aspect of wondering if you are crazy or if theres really shadowy figures in the distance, as youd clearly see them floating goofily toward you like a 2008 roblox zombie

1 Like

fnaf

I think my variant of this was better.

The rate they spawn isn’t that overwhelming right now and the damage is the same as we currently have, just that the source is changed into the shadow dudes. Pretty much it’s gonna be the same as usual but changed into something scary because you’re getting chased by shadow dudes + jumpscare (We gotta make those kids scream in fear).

Yeah, kinda surprised Vetex didn’t nerf it since we can basically have 1h+ duration of recovery buff and pretty much stay in the 5th range without problems.

dude this wont make the average player scared, it will make them paranoid

with how much warding
because when i try to do it i take 20% damage every second and die on the sixth

Yeah and paranoia incites fear and anxiety, perfect for the dark sea :smiling_imp:

4 is enough, going over it pretty much changes nothing.

this is not something we need

1 Like

Better idea: What if they became actual NPCs that show up occasionally and fight you? Doing a fixed percentage of damage for each hit, not having much health though. We’ll say they fight with Basic Combat.
At insanity 5 they would add Shadow Magic to their moveset, and 1.5x their strength.

Would take a lot of memory since these guys keep spawning one after another right now, making it lag like what happens when 8+ NPCs start attacking you.

To prevent that, I suggested no animations or any mag/wpn/spt/fs, making a separate small script to move towards the player to deal damage or choke them in their shizo moment.

This is so peak.

Make the jumpscare have a random chance to be the “mimhere island is real!” Image vetex posted that one time :nod:

I want to grin in peace, not playing a horror game :sob:

Then why’d you leave the second range, Natasha?

not really, i usually want to play safe. i only went further if i feel like it

I think my idea of having a ridiculously low chance of having a undefined shadow quadruped dash toward you rapidly before disappearing once it reaches you added in a shadow change is cooler

Not gonna lie, i would quite enjoy this, but the jump scares are probably too much, the sense of mystery and feeling unsafe is enough, also i like the fact that insanity 4 and 5 is survivable, as normally i’ts just an instant kill once you get to those ranges without warding VI

2 nights at durza’s

Reminds me of the sanity figures in Don’t Starve, and I do believe that Insanity needs a bit of a rework, but I’m not too sure this is how it’d happen.
I also don’t like jumpscares, so…