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(+2)

*Don't know if this will help now and then, long comment.

Listing teachers Strengths (+) and Weaknesses (-) from Alpha 0.0.8a2.2, based off their origin level.

Viktor (math): Once triggered. Follows player by lunging a distance then resting repeatedly, anger increases per wrong number, more anger decreases resting period.

  • (+) Covers a fair amount of ground at a rapid pace.
  • (+) Becomes silent after X notebooks collected.
  • (+) Notebooks use general concept and his final exam has double-digit equations that need a correct answers.
  • (-) Rushing late-game notebooks before the exam has little consequence.
  • (-) You can hear him a mile away before silent mode, unless on brainiac.
  • (-) Notebooks don’t require that much time to complete.
  • (-) Hitting him with a lemonberry soda, a chocolate muffin, or a duct-tape ball can send him to the bathroom for some time.

Marzia (language): Once triggered. Follows player by walking and will sprint when looked at by player, anger increases per wrong character, more anger increases walk and sprint speed.

  • (+) Her sprint becomes deadly during late-game before final chase.
  • (+) Very stealthy and camp doors, you can hear faint footsteps and a heartbeat.
  • (+) Rushing results in swift consequences, makes final chase literally impossible, notebooks require more time and elevator numbers need recorded.
  • (-) Very slow walking speed if wrong answers are kept minimum.
  • (-) Can’t (currently) open doors at all, needs assistance.
  • (-) If a flash bang lands near Marzia, she'll go to the janitors closet. Dropping melon slices nearby distracts her, player can pass by without dying if properly used.

Alice (history): Once triggered. Follows by racewalking and spawning close by, places beartraps, anger increases per wrong choice, more anger decreases Alice respawn time, increases beartrap spawn rate and beartrap transparency.

  • (+) Moves rather quick when chasing the player.
  • (+) Becomes silent after X wrong choices, no voice or subtitles.
  • (+) Notebooks, at first, require extreme knowledge to avoid wrong answers.
  • (+) Alice will spawn near the player at 12 o’ clock, always.
  • (-) Can hear her voice or see subtitles when she spawns in before silent mode.
  • (-) Notebooks, later, become a memory game and end up being easy.
  • (-) Switching floors with the elevator, hitting her with a flash bang or a flash mine, can buy some time until Alice respawns.