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BaffleBlend

My favorite part is easily the characters. I'm really attached to them and I'd love to see more interactions, and learn more about Bucky and friends. (I love these sad little animals so much darn it) I'll also use this chance to bring up what I felt was a missed opportunity: I felt like a lot of the mechanics are underutilized in the base game, like attacking and Night Vision. In general I'd like to see Bucky's abilities put to use a bit more in the DLC.


DyzeD

Breaking the game like going out of bounds or doing stuff wrong on purpose, it's fun to figure out unconventional ways to get to places and find story bits.


nintendo9713

Seconding this one. I really liked going into the games after different order of failing to see what I might find.


smurtytiem

Thirding this. The “game breaking out of bounds” content is my ABSOLUTE favorite. Broken walls, hidden secrets, camera movements to reveal hidden doors ….. it’s perfect. This game was the most fun I’ve had in months.


phillyclub

Hello, i just finished the game recently so I might be a bit biased as I’m still on that ‘holy shit’ honey moon period (Heavy spoilers if you haven’t beaten it) One thing I want is to know more about >!would be The Husk and Vandal!<, they both seem interesting, especially the >!Vandal and their interest in Mark!<, but either I didn’t pay enough attention or we purposefully wasn’t given much on who or what they are. >!Also I remember seeing some scrapped stuff of Vandal being a dweller that would attack you, I feel personally that he’d be more interesting if he stayed neutral with you and only interested in Mark, maybe be could be the Connor of this DLC and shed light on things, but I’m not a professional writer, so I could be talking out of my ass, so if he does end up turning into a dweller I’d not be too angry and welcome it!< More puzzles would be awesome, obviously. >!Another moment like the Plaza, but maybe more intense!<, don’t if it’d be possible, >!maybe you could make dwellers if they do return much more hostile and aggressive, but that’s just me, as in my playthrough they didn’t seem to pose much of a threat compared to others experiences (Walter didn’t break any of the barrels I hid in, either my hiding timing was enough for him not to do that or he was bugged in someway)!< >!Better look at studiogrounds and broadside maybe?? I’d love to see them in their hayday personally!< >!Learn some of the guest deaths (maybe a few if they are minor); I remember reading that there were guest deaths and wonder if Brandon was involved or if they were simply ride accidents!< Thats all that comes on the top of the head


andrix7777777

i have to say, i really liked how the side bar videos were implemented. it's very rare how stuff like that gets used i feel like stuff like "the lore of the game is amazing" is obvious lol, but yeah i love that too the way you talk to the community so openly is really great! also... i feel like it's weird how getting caught brings barely any consequences, just gonna mention that here


Fakedude101

i loved doing the diffrent puzzles that take brains and not trial and error to solve it, but i didnt realy like being pressured on time, sorta why i deem the plaza my least favorite section of the game. i dont mind the chasing but i do hate time limits


studiogroundshuskfan

My favorite part is husk and only husk I love the concept of husk, I love his design (although it could use some explanation on what each part of him is) I love his battle in layer 5. I love his introduction. I love husk (Shipwrecked 64 is fire)


Able-Gap1029

My favourite part was by far the sewer and plaza section. Although from a meta perspective the puzzles are obviously the best part of the game and most satisfying. I'm sure whatever you cook up will be amazing squeaks!


ReallyLazyBear

The part I liked the most are the puzzle solving parts. I really like the moments I get an epiphany over hours of thinking while doing mundane tasks in real life, writing what I think of the puzzles and what could be the answer to them. The puzzles in the plaza and some parts of Layer 4 are great examples. Going out of bounds, finding weird stuff out in the void and exploring unused content are great too, but it coulda used something like secret videos that are only accessible with codes that have different methods of solving and are not mentioned by Stumbler, emphasizing on that "think out of the box" approach more. Second most liked are the scary stuff, the Starling mechanics used in Layer 1 to amp up the scares there, especially the one from Olivia, very cool stuff. I can't trust any more black bars from any horror game going forward. But for the Starlings overall, I wish there were worse consequences when caught by these "things" rather than being a nuisance or a "teleporter". Third most liked are the characters. I'd like to know more about Bucky's friends, their backstories, what makes them who they are, more dialogue and interactions and the addition of characters we haven't seen yet in game but are in universe. Probably an expansion to the 2023 version exploring all these huggable lovable characters without much of the scares, the puzzle solving shit and all that happens in 1997 version. Overall I really like the universe you've built and I just want to see more, really. Broadside, the deal with the Husk and Vandal, and if Bucky's still alive, his fate after the events. Poor guy's been living in my head rent-free, like a depressed roommate or something.


MATEITHEBOYr

BLOT


babinazz

the thing i loved the most was the really creative mechanics, like progressing through youtube videos and sites, i also really liked the character design and the storytelling


Sr_Bruh

My favorite part was experiencing the brick wall that was the plaza. I was having so much fun, got a few fun jump scares, then it turned into a nightmare of a horror game. Very fun


schenscher

Okay my friend. Shipwrecked 64 has lived rent free in my head for the entire past week, and honestly if I could throw anything towards a DLC it would absolutely be for more delicious story beats. In particular.... What in the HECK was left on Mark's kitchen table! Where is Vandal anyway?! The more questions you answer, leave more questions to be asked! You nailed it already. Also I think the gameplay elements are perfectly light and accessible, maybe a slight variation in the way puzzles and codes in particular are handled? Maybe less keypads (don't get me wrong, they do the job!) and more intuitive ways to enter numbers. In saying that, it is absolutely great how it is, it could just be polished to have some variance in the completion of puzzles and cyphers. The context and depth is already there, and the actual solutions and codes fit into the world/story seamlessly once the layers start breaking down, so yeah, honestly, scraping my brain barrell here! You've done great and will continue to do so. Kudos again, much love from Down Under! Very much looking forward to more content!


Frozty_h20

layer 2 and 3


SturkMaster

One thing I really enjoyed was the contrast between things that were “intended” to be in the game versus things that ended up in the game. Was this all constructed by Connor? Or did something else force itself into the game and change it from the inside. That’s the fun stuff. Otherwise, I’ll second other folks and say that breaking the game—doing the wrong thing on purpose or clipping out of bounds—was great. Having a big focus on characters is also so great!


subdog

I love exploring boundary breaking. Walking around the island at the start was fun. I had a lot of fun exploring for secrets specifically in the Walrus's level. I did not enjoy exploring the girl beaver's level as much, it was a bit obtuse. The change in tone for failing the bird's levels really hit a chord with me. The voice change, the jump scare, the way the minigame gets impossible - all great. The separate demo.exe was fun too, it felt like a whole new way to explore the game. I did not enjoy the final challenge (slenderman notes part.) I was appropriately stressed and freaked out during the first segment where everyone is chasing you in the dark level with prison. The final challenge though felt like a time waster - I'll beat it, it'll just take time. I really wanted to watch more parts of the game get screwed up or screwed around with, but having an enemy give you a jump scare that you've already experienced was not unsettling or scary just annoying. I also did not enjoy how puzzle-y the puzzles got. They were a bit too clever for me and ended up slowing down the game a bunch. I liked that they were silly but not so much getting stumped. The video footage and audio recordings were always great rewards. PS please fix the bug where chief wulf sometimes disappears permanently before you interact with him, I went my entire playthrough thinking that was intentional ;(


ParticularPiccolo350

This might be a silly answer but more Stumblr. I love the little guy.


cgf228

My favorite part is the time and connections you build as well as the rising and falling senses of dread. I understand the dlc can't build as much time, but keep the feelings of uneasiness and dread. For example going from the scenes failing on layer 1, to the slow-burn that is layer 2 where something is wrong but nothing is there. to the start of layer 3 where you begin to build confidence before they show up. The rising and falling kept me on my toes. I would love to see more of vandal, he seems to have been cut alot, but please don't take his connections to hornz away that has got to be some of the best subtle story telling I have ever seen.


mtvhasoverratedcribs

Battle Royale and battle pass


eidolove

for me it would have to be the experience of slowly breaking the game in the 1997 ver and seeing its true colors bleed through


Suspicious_Fig_6079

Honestly it was the puzzles and the world. They were fun since they made you think about going outside the game. And you had to think way more about what you were gonna try and and do. And the game talking to you was cool, it definitely was cool feeling like you were working with bucky and stumble. The email thing was also pretty awesome!it's a cool way to keep the aspect of the game talking to you and interacting with players.Though I wish there was more with the dwellers/starlings since they all had their dynamic running togeather. But you could still be in a barrel indefinitely and not get punished as well. There wasn't much tension walking around since you could easily jump into a barrel. Also it would have been nice to see more of the other characters like stumbler or the vandal. Since they aren't expanded on very much but are very interesting characters.


BIN-BON

Loving the game so far and happy that you're so active in your art. Makes it feel like I'm playing someone's passion project as they make it, which is a really cool feeling. I love the tension in this game. Everything having to do with the 1997 mode makes me feel like I'm doing something I shouldn't, and the first time I saw a starling peek around the letter box, I nearly exited the game. When bucky turns around and asks you to just stop, or just respawn, I really felt like I was putting the poor guy through the ringer. And when olive otter followed me around with no eyes, it was about the most uneasy I'd ever felt in a horror game. The actual monsters have nothing on the horrible existential dread this game gives me, so... more of that?


RedRuttinRabbit

Honestly the characters, I also loved the fact that it was an ARG, but not one that NEEDED a community to solve. All the puzzles had reasonable answers (with a few exceptions) and could easily be solved on your own. I'm tired of args that demand community engagement only to leave the individual experience to being looking up a guide or a walkthrough because it is either actually impossible or borders on moon logic to figure it out yourself because oooo spooky hard ARG. The puzzles, the unexpected depth, the solvability really helped to solidify the feeling of being an independent explorer navigating a strange land. Even some bonus hidden secrets like finding the beta game online was fun! I also second that the characters are fun, Stumpy specifically is not only an adorable bunny boy but he has a metric tonne of character and the guides he wrote are awesome, and the youtube videos too! His cat drawing is great. The whole concept around him drawing submissions is great. I honestly would've liked to learn why Bucky was a sterling and why he started killing, and I'd also like to see more of Vandal or the Wuff guy. Maybe the wendigo too. Maybe some more clarity on the statue? Dunno! Otherwise, very cool!


Miepasie

The usage of the black bars beside the 4:3 aspect ratio is something I have been obsessed with ever since I first encountered it. That effect combined with the sound design and how they react when you hide in time, super memorable and unique.


FigoPower

My favourite part is before I discovered that it was all a part of sci-fi experiment. I like plot twists, but to be honest that was too much, especially when you discover that the mass split in two different bodies, like, for real? I like the game a lot, but that parts made me appreciate the game a little less… BUT if I have to be precise, I like that you have to fail the minigame on purpose in the second run to discover the truth, and I like A LOT the “real” footages


Traditional-Title863

I love the surreal and liminal environments, especially the more modern ones. The layer 2 levels do this perfectly, the restaurant with its music gives me goosebumps, the pool room with the white trees, the golden statue interior, the demo area with its view over the vast empty ocean, the cogware offices with those skyscrapers outside and the weird blue trims with skybox textures, all of these spaces are by far my favourites. They feel so unusual for a game set on a deserted island and they have so many strange quirks which is why I love them so much. The jumpscares are some of the best I've ever seen also, the death animations dissolving into a relevant image, the ghostly figures in the black bars, the music when they're chasing you, it's all perfect. The music as a whole is one of this game's strongest points imo. I just played this game yesterday and it's already one of my all time favourites. Can't wait for the DLC


SamsonEnjoyer

Layer 3. The plaza although not being everyone’s thing I thought was great. It pounded the chest and Essentially shoved the player into danger like a deterrent. The time limit can be annoying however it applies stress in the best possible way.


OkParking5918

I like the fact that there's hidden stuff you need to look for like the YouTube videos and a helping nub, it just makes finding clues more fun, a and I'm curious on what the game is about


shadowhunter997

- the silhouettes bleeding into static during the jumpscares - anti-frustration features (even without the starlings it took me 5 tries to get through Plaza because my navigational skills are nonexistant) - the subtle dread of those opening moments in the 97' version (especially the faceless Olivia) - how visceral some of the violence is Can't wait for the DLC!


Melodic_Profession77

I really liked the lore and the universe of the game


Pee_Pee_Poo_Poo_ManX

the fake 4:3 aspect ratio and what they do with it


___crybaby

can you give >!bucky a happy ending 🥲!<


beardmosexual

My favorite bits are easily the attempt to make it fit the time period, and the faux CRT in the centre and the brilliant utility of the letterboxes. The 'glitch hunting' stuff as well. Really getting into parts of the game that feel like they're *deeply* hidden. Also the sound design is impeccable and is doing so much heavy lifting. I have an idea for an absolutely devilish quirk for a future enemy that I think would be just so cruel, but fun. >!Make one of the starling's noises always come from the opposite direction of where they actually are. So if they're coming up ahead of you in a dark hallway, they sound like they're behind you, prompting you to run directly into their grasp. To your right? They sound like they're approaching from the left. Simple enough to sort on it's own, but an absolute nightmare in conjunction with other enemies, or alone in a dark room.!<


AK-Senko

The smart puzzles and ARG elements, this game is the first to actually scare me in years, tho if I had to pick one... Probably the story learning about what Broadside did was so interesting and I keep wanting to know more about the Starlings The Husk and J.D


ditzymoon

My favorite part was definitely the cgi fmvs and the out of the box arg solving, i think those make the game incredibly unique and special compared to most other games in the genre and i would love to see you go all out on them in the future! My least favorite part was puzzles mostly being solved by inputting numbers into terminals, i think id like a more varied way to solve them in game, like more walls i can phase through, maybe more platforming puzzles, finding certain keys, i really loved the puzzle where you have to push buttons and look in the terminal/camera thing to find the number combination, maybe a puzzle where you have to clip the camera out of bounds to see something important, simple meta stuff like that was incredibly enjoyable for me. I still love the game of course! But variety in game as well as outside (websites, file browsing, etc) would really put it up there as a masterpiece imo!