>oh look, indie pixel shit number 9249034. >why are there so many good reviews

>oh look, indie pixel shit number 9249034
>why are there so many good reviews
>hey it's only a couple bucks let's see what the hubub is about
holy shit it's actually amazing

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POSIWID: The Purpose Of A System Is What It Does Shirt $21.68

  1. 5 months ago
    Anonymous

    I dropped it because I almost pissed myself

  2. 5 months ago
    Anonymous

    im glad you put your homosexual feelings away and got a cool game anon. enjoy it its probably one of the best horror games ever created

  3. 5 months ago
    Anonymous

    I'd expect it's Ganker favorite by now, but then I remember it's all a bunch of trannies on here that think Signalshits is better.

    • 5 months ago
      Anonymous

      Genuine question, what triggers /misc/troons like yourself about SIGNALIS? The animu style? The two second lesbo (if robots count) scene? I played it and didn't get all the chuddies REEEEEing. If anything you should like it given that it shits hard on commies.

      • 5 months ago
        Anonymous

        The fact that it's a mediocre game in every respect that isn't story.
        Gameplay mechanics? Done better by the games it's inspired by.
        Visuals? Done better by the games it's inspired by from thirty fricking years ago let alone the gold standard of REmake/RE0's prerendered backgrounds 20 years ago. Even competing contemporary indie survival horrors do better.
        Soundtrack? Done better by Silent Hill 20 years ago.
        Setting? Literally just a grab bag of every successful survival horror game setting they could think of in the hopes that copying every successful game would guarantee them success in turn.
        Literally the ONLY things this shitty game has going for it are
        1. muh 2deep4u schizo story (mogged by a bazillion other schizo games)
        2. lesbian anime lesbos lezing out
        And let's face it, (2) is literally the ONLY reason anyone gives a fricking shit about this game and is the sole reason it's unjustly being forced meme'd into "golden tier of survival horror"
        It's fricking shit, frick you and anyone who likes it. Just jack off to hentai

      • 5 months ago
        Anonymous

        people are just tired of troony characters even if the game that has them is good

  4. 5 months ago
    Anonymous

    The most I enjoyed the game was at the first safe house, night time was fun and scary there but it wasn't a pain you could actually survive the night quite easily, I barricaded myself if the porch area of the first house, 2 wardrobes against the door to the room with the workbench and a boarded up front door and nothing ever got to me.

    All the safe houses after that were worse though and basically fricking impossible to defend well. The scarcity of some ammo was annoying too, the shotgun was great, but I have no idea what the point of the pump action was as 8 shells is 4 days worth of hoarding them and you don't find enough in the world to use, swamps was a nicer area to explore, but again there was so many fricking mutants there and just no way of dealing with them so explortation was a real chour. I got misled after finding the big tree I found the door to the basement that said it was shut tight and didn't find another so left the area and searched all over the map for where to progress next, found a compressor cylinder and plenty of other things but couldn't work out where to go next, eventually looked it up and saw I missed a flooded door where I'd been already at the tree

    All in all though, I was glad to finish the game, I see people recommend it as a good stalker like game, but with stalker the zone is a beautiful place with harsh elements, darkwood was just a horrible miserable place and I was glad to leave, it wasn't comfy, but then again its a survival horror game so "comfy" is probably the wrong thing to expect from it but it is something that gives stalker and the zone some enduring charm. I think you just need some real safe zones and places where you can relax, but maybe that's just me.

    • 5 months ago
      Anonymous

      On the safe house difficulty: I found that having a more flexible defensive posture (for instance, leaving a trail of windows and doors open in case you need to get on the move) helps a lot. Hiding in a corner with barricades and bear trapping the entire floor stops being a tenable strategy after the first safehouse. You have to kind of react and flow as the enemies come in. I found keeping just 2 molotovs handy in the event of banshees and worms, maining the shovel or axe (camping the open corners ready to strike) with the shotgun or pistol as a backup only, as well as beartrapping any barricaded doors when enemies start to try to break through, proved to be a very effective strategy even in the harder safehouses. I struggled until I accepted that the monsters would just break in anyway. Sometimes you really get fricked with multiple huge dogs though, I've survived that a few times out of sheer luck.
      As for the resource scarcity I didn't find it to be a problem when firearms were only for backup use. In the end I hardly ever used them and left a ton of pistol ammo behind.

      • 5 months ago
        Anonymous

        Seconded.

        How long until they gonna make new games?

        They've already made one that's free and in EA
        https://store.steampowered.com/app/2403430/Soccer_Kids_Alpha/

        • 5 months ago
          Anonymous

          >The "Alpha" is actually part of the name
          That is... a terrible idea.
          I'm sure it has some purpose, but a lot of people are just gonna read it and assume its in alpha, since indies do that all the time.

    • 5 months ago
      Anonymous

      >I think you just need some real safe zones and places where you can relax, but maybe that's just me
      I can understand what you're saying, how after the first safe house you never feel "comfortable" anywhere.
      That said, I actually enjoyed that aspect a bit, since having a homebase where you can hold up gave you just *enough* feeling of safety without it ever making it feel like an invulnerable safehouse like from Resident Evil.
      It did suck sometimes when you just wanted to chill or decompress from a rough part of the game like the first time you explore the area around the radio tower and it's surrounded by absolute darkness and enemies
      Regardless, I hope they make another horror game similar to Darkwood. Probably my favorite horror game in a decade cause of how well it balanced body horror, creepiness, and exploration without also relying on jumpscares.

  5. 5 months ago
    Anonymous

    >oh look, indie pixel shit number 9249034
    People who think like this are dumb. Indie pixel shit number 9249034 is better than AAA at this point.

  6. 5 months ago
    Anonymous

    I was not expecting this, I thought they were done

    • 5 months ago
      Anonymous

      smells like they might do a sequel after that soccer game

      • 5 months ago
        Anonymous

        I don't really see how? The story was pretty much finished after the TRVE ending but I'll admit I'd jump at the chance of another game with the same atmosphere and feel of exploration.

  7. 5 months ago
    Anonymous

    >initial days are a slow slog
    >later days become practically abusive because you didn’t find certain items during the day
    >no balance unless you meta with a few weapons

    I don’t mind the exploration but why are you gonna force me to come back every night to the same bullshit. Game is the definition of trial and error but not in a fun way.

    • 5 months ago
      Anonymous

      > because you didn’t find certain items during the day
      Do not ignore the trader. I assume you are talking chapter 2. Every night survived gives you 350 reputation plus you find so much expensive stuff you can sell.

      On the safe house difficulty: I found that having a more flexible defensive posture (for instance, leaving a trail of windows and doors open in case you need to get on the move) helps a lot. Hiding in a corner with barricades and bear trapping the entire floor stops being a tenable strategy after the first safehouse. You have to kind of react and flow as the enemies come in. I found keeping just 2 molotovs handy in the event of banshees and worms, maining the shovel or axe (camping the open corners ready to strike) with the shotgun or pistol as a backup only, as well as beartrapping any barricaded doors when enemies start to try to break through, proved to be a very effective strategy even in the harder safehouses. I struggled until I accepted that the monsters would just break in anyway. Sometimes you really get fricked with multiple huge dogs though, I've survived that a few times out of sheer luck.
      As for the resource scarcity I didn't find it to be a problem when firearms were only for backup use. In the end I hardly ever used them and left a ton of pistol ammo behind.

      > Hiding in a corner with barricades and bear trapping the entire floor stops being a tenable strategy after the first safehouse.
      Not really. First two safe houses are almost identical in terms of survivability. At the second safe house you can easily defend the workbench/oven room by simply barricading doors/windows and blocking the small adjacent room with furniture (so the creatures would not be able to fully open the door and get in). At the final safe house you can completely block every door with barrels (you can block the windows too, but it requires a lot of barrels and it still won't be reliable 100% of the time) plus you have a lot more ammo to shoot everything that breaks in. The key to surviving the third safe house is to not barricade doors. sit tight as long as possible during the night (mind the wall cracks, creatures can spot you through them), and just run around the safe house once the creatures spotted you.

      • 5 months ago
        Anonymous

        Ahh that's true, it's been a bit since I played. The second one was pretty easy as well. I recall a remarkable jump in the skill curve starting at the 3rd hideout (Old Woods) and carrying on to the swamp.

  8. 5 months ago
    Anonymous

    How long until they gonna make new games?

    • 5 months ago
      Anonymous

      They made one already but it's a sports game.

  9. 5 months ago
    Anonymous

    This is my process with RPGM slop but it always ends up being shit anyway

  10. 5 months ago
    Anonymous

    Still irritates me that it's difficult to differentiate between night & day

  11. 5 months ago
    Anonymous

    One of my favorite horror games
    I also felt the same way at first when I saw the visual style at the beginning, it gave me flash game vives

  12. 5 months ago
    Anonymous

    I like how everything feels miserable in the woods. Its such a horrible place to be stuck in.

    • 5 months ago
      Anonymous

      Oh and the sound design is exteremly good, Mushroom mans fricked up noises are my favorite.

  13. 5 months ago
    Anonymous

    the only thing that i hate about it is how the best ending is to speedrun the whole thing , you never interact with anyone so they life are less misserable.

  14. 5 months ago
    Anonymous

    >another indie "horror" walking simulator where the main gameplay is solving some fricking puzzles and the occasional jump scare and spooky music

    • 5 months ago
      Anonymous

      did you click on the wrong thread or something?
      dumbass

    • 5 months ago
      Anonymous

      silly anon, it's not that, it's a horror flavored survival crafting game

      • 5 months ago
        Anonymous

        >survival crafting game
        even worse

    • 5 months ago
      Anonymous

      >walking simulator

  15. 5 months ago
    Anonymous

    Tards ve been pushing it hard on yt, but it filthers a lot, so not much people play, actually had to drop it on swamp because it was too hard and start over again

  16. 5 months ago
    Anonymous

    I watched a couple vids in the past and still couldn't quite figure out what the gameplay was like. Is it like one of those "loot shit during the day and defend during the night", do you die and restart from the beginning or is it not that punishing and wants you to progress the story with ease but still is fairly challenging, I am getting burned out on challenging indie games like roguelites especially, lately.

    • 5 months ago
      Anonymous

      You got it right. It has difficulty selection, and the lower ones use Dark Souls loot drops instead of permadeath.

  17. 5 months ago
    Anonymous

    Darkwood and Rain World are my favorite cozy pixelshits

  18. 5 months ago
    Anonymous

    I couldn't get into this game for some reason.
    The combat didn't really feel right, I didn't think it was that scary, and the whole crafting/looting aspect bored me.
    The character design, sound, and the narrative were really interesting, thoughever.

  19. 5 months ago
    Anonymous

    662727527
    lmao this almost feels like a sales pitch for Darkwood, cause it isn't a walking simulator, has any big puzzles, or actual jump scares beyond exploring around the wrong corner unprepared.
    kys homosexual. you don't even get a (You)

  20. 5 months ago
    Anonymous

    game is tedious, in that survival game way.

    it is quite literally "don't starve" but darker and more "harsh" (arguably even, lmao if you know, you know) which just ups up the tedium.

    I don't know. I've started to realize that a lot of these "horror" games kind of misunderstand resource management and what makes it meaningful in real life. Even with games like Resident Evil, it always feels like they're missing something to make the resource management meaningful. Not just overwhelming you with obnoxious enemies to mag dump, or Molotov dump into.

    There needs to be a different kind of underlying factor, an underlying incentive where youre ACTUALLY made to ignore ammo completely...but get by some other way. I know EXACTLY what I'm talking about, and have an EXACT game in mind that if feel makes this matter, almost geniusly in retrospect because of the game's I've experienced that do resource management. The answer is obvious to me if I think of the differences but... it's a game that shall not be named on this board.

    + diverging opinions are useless to divulge, if everybody thinks the bad thing is good, because "tension" and "challenge" always = good.

    So I'm just ranting out loud. All I know, and the only thing I can continue telling myself. Is that I've played far more challenging games, that I banged my head against RELEATEDLY, for FAR longer. A game like Darkwood, has a progression problem, and a motivation problem I think. But it's not like I can prove that objectively. The most I can do is say: It's literally just "Don't Starve" but Darker. Some people will understand what this means. Others will not.

    • 5 months ago
      Anonymous

      name the EXACT game in mind

  21. 5 months ago
    Anonymous

    I always drop the game around the middle, then I reinstall and replay it from the very beginning.
    Fuel and item management is stressful. I don't know what I'd do at night with no light.

    • 5 months ago
      Anonymous

      > I don't know what I'd do at night with no light.
      You'd die.

  22. 5 months ago
    Anonymous

    Are you me? How many times this line of thinking led me to loving videogames again?
    >Celeste
    >darkwood
    >super meat boy
    >hollow knight
    >ori

    Seriously, what's the trend

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