Ok, I beat all Fun Settings again. Luke is a lot more fair now although I still think him slowing you is too much. Anyway I read the text file and followed the instructions but I still see no secret button on a certain screen. Do I need modifiers to see it?
DevloprGumba
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so, uhh... What's the deal with Luke? Previously he was barely a threat, but now whenever he shows up it's basically an instant game over. I had two Apples when he caught me at 9/10 Assignments, and even with an Officer AND Shader teleport I still lost due to the slowness. I assume you're meant to move away from him while staring him down, but with his current speed and aggro timer it seems like evading him is entirely impossible.
More Game Over screens would be so cool. Mr. Mix and Tufty get their own game over screens, so why not some of the others with more specific killing methods? They wouldn't have to be drastically different from one another, at least they should show whoever killed you on them and a background from the appropriate level.
PSA: Save the Scroll!
I have a new strategy I'd like to share. Instead of using the Scroll (item which reveals a 3x3 area on the map centered on a random **UNDISCOVERD** Tile) immediately after discovering it, wait until you've run out of good moves to potentially save a dead game. This has helped me quite a bit with getting 13-heart Max Runs.
I finally beat Ultimate Mode! YAYA!! I'd say it's a very fitting challenge for the last stage, although I'm not sure if Ultimate Backrooms is possible to clear in one attempt. Either way most of my feedback about the other gamemodes applies here, with the biggest exception being about Ultimate Bunker; hunting down the keys with three Boofies patrolling the area without having to bring them back was great and fair fun, especially since audio attenuation was changed.
And one more thing. You can softlock yourself in the Ultimate Mode hub by crouching in the corner near Tips'n'Tricks Totem.
Now for my reviews on all the Elaine's Memoir modes since I was also able to beat all of them on Extreme.
The first trial is just alright. Once you get into a rhythm with the demon it all comes down to patience as getting the keys becomes RNG as they start floating around. Wish more was done with the Red Light/Green Light mechanic and the map.
The second trial has a steep learning curve, but becomes enjoyable once you start memorizing the maps. I used to hate it, and maybe Normal Mode should only have the obvious differences, but now I think the mode is a pretty tense challenge that has a lot of "Oh lord did I screw up?" moments. Nothing quite captures the feeling of hearing static, checking all three monitors and not registering a single anomaly. Then you hear static again and well, you get the point.
The third trial was my least favorite. There just isn't much to it in my eyes. You just pick a different spot and then doomscroll until the game gives you back control, then pray you're able to find the demon(s) in time. Then you do it again. Extreme mode had my hopes up that you'd have to find Lonky Lanky and hide at the same time, which would've been an interesting mechanic, but the 1v2 gimmick we see instead just doesn't really add much in my opinion.
The fourth trial is the best of them all imo. The atmosphere is great and the design of the demon works perfectly with it. The mode sort of works like Bunker, with you having to bring items back to the beginning in a set order, except their starting positions are the same every time and can't be changed. Maybe a tiny bit of randomness could've been warranted for the harder difficulties, but since the order is random every time and learning the map is already a challenge in itself I think it's fine. I say this though because I don't really notice many differences in the various difficulties. I was expecting Extreme to make me find every book in the Library with a super strict demon that would kill me any time I flashed the camera at nothing, but it honestly felt no different from Hard. I also don't understand why there seems to be a time limit in the library, and wish that it was communicated better to the player. But other than that, this trial was a very solid experience.
With all that being said, I'm very excited for the future of the Boofie's Bunker series. I'd say there aren't many loose ends besides the ending of Ultimate Mode, so whether our journey takes us back to the Chaos Realm or the Waking Realm, I look forward to seeing the story's conclusion. Best of luck to you with development!
I don't know how this happened, but I beat Impossible Bunker! This challenge was nuts but also very fun once I understood how the Plushies work, and even after becoming more confident there were still a ton of clutch moments I had on my winning run.
Although I must ask, how do you get the Plushies in Chaos Mode? I'm hoping to use them to make some of the challenge maps a bit easier.
I found the artifacts in the Bunker. Just gotta get that chalk now...
I will say though, the Bunker is a bit too easy in vanilla. Hopefully it will be updated eventually, but no rush. Also, will the new levels have secrets/progression in them to the same extent as Math?
Another thing, and don't ask how I found this, but there's a wall with missing collision in the Math level's secret garden
Anyways, besides Extreme Bunker I've done most of the Arty's Memoir stuff so I'll review all the modes while they're still fresh in my head
Bunker
The main mode of the game. It's a pretty decent stealth challenge, with most of the game being getting keys in good spots and the rest hoping that Boofie doesn't kiss you as you bring them to the entrance. Having your movement slowed while holding keys creates a lot of tension, although nerfing your Stamina until crouching until fully rested seems sort of unfair. Having to track down the key again seems fair punishment enough. Also side note, but I feel like the Stamina/Power limits could've been implemented into some of the other modes. The lamp is also pretty useless in other modes so I wish more was done with that.
Another criticism I have is with Boofie, you either hear him or you don't. The volume of his squeaks doesn't vary much and he's also very hard to hear when he's above/below you (traversing between the basement and main floor via stairs has gotten me killed so many times), leading to determining his location being somewhat of a guessing game. This builds tension, but not in a way that feels consistent.
The atmosphere of the mode is pretty nice though. The bunker becoming darker is a great mechanic and the unique ambience of the keys really adds to the "dreamlike" nature of the game. The bunker itself is also very uncanny, a trait shared by every map in the game, due to the subtle differences in consistency such as Boofie and the keys having an ungodly amount of polygons compared to everything else. The pixelation filter covers things up well though, and while some may call it lazy I personally think it's an appropriate stylistic choice that fits well within the game.
Maze
Can be annoying due to the issue with determining Boofie's location discussed earlier, but I've found that with patience the mode is more than doable thanks to Boofie leaving himself open by "patrolling" the various open areas in the map. Hiding is sometimes difficult however, and navigating the maze itself can be disorienting at times due to its narrow corridors in comparison to the player's speed. Seriously, this is the only mode with no Stamina limit in which I don't run, but I guess it adds another element of skill in evading the Boofies.
Arcade
Probably my favorite mode in the game, it also fits very well with the game's atmosphere. However, it's still a bit prone to RNG, for example say the alarm and phone go off at the same time, the green guy is patrolling below, and the blue gal is in both of the rooms you need to be in. I'm not exactly sure how lenient these characters are with situations like these but on harder difficulties I was definitely pushed into some stressful scenarios. And while the other characters all add enjoyable elements into the level, I wish more could've been done with the orange dude. The orange dots are way too easy to avoid, especially since you're either running away from something or camping in one room in that mode.
Kitchen
In my opinion, the most RNG dependent mode on harder difficulties, although it also has an amazingly unsettling atmosphere. I absolutely adore the background audio, and the liminal nature of the environment (ie the corridor Boofie arrives from) was done great here.
Gamla (the only name I remember due to dying to her so much!) is often nearly impossible to evade on higher difficulties if she decides to just go to your floor if you're in an odd spot. There also aren't really that many good places to hide from her, despite that being the main gimmick of the level. Although hiding from Boofie in conjunction with keeping track of Gamla provides great tension. The small black burgers are also an interesting element and pretty fair since they can't chase you and don't go to hiding spots.
I also wish more was done with the idea of having a map based on verticality. If there were more floors and Gamla worked a bit different it would probably be one of the best modes in the game but as it stands it's just good.
This mode also has one of the more interesting secrets. It's probably only possible on Easy mode due to the lack of a time limit but it was a nice challenge akin to getting the keys one-by-one in the bunker. It probably goes on for a bit too long but having to survive in the kitchen for an uncomfortable amount of time is probably the point.
Backrooms
My personal favorite mode. The Kinetic and Static Images have great designs and the level itself has some of that juicy lore with the notes. Extreme mode in particular is very enjoyable due to the pressure of getting all the notes before the Kinetic Image enrages. Planning a route through the map is a very interesting experience, with you having to adapt to the differing note locations every time (spotting them on the landmarks can also be tricky at times, adding to the tension). However I wish there were less dead ends, but that's probably a skill issue on my part.
Christmas Challenge
The map and atmosphere is great here, very uncanny especially with that one cabin with the Boofie balloons and the appearance of Blitz himself. Like WHAT even is he?! Part of the difficulty of the mode is knowing where all 30 presents actually are, but once you get a route down it's pretty straightforward, sometimes to a fault so maybe a bit of randomness would've been nice. Stealing Boofie's hats is also fun.
Valentines' Challenge
It's basically Pac-Man. If it didn't have a map I would've probably hated it but because it does it creates a very unique, stressful, but overall fair challenge. The design of this level is also incredibly weird, I love all the random stuff attached to the walls, and the Oui-Ouis and their doors have great designs. My only complaint is the lack of an endless mode because there's definitely potential for that.
Yeah lots of text here but that's what you get for making all the modes so different :P although I enjoy the craziness. I also understand that it's your first game so don't take my criticism too hardly, I just like getting my thoughts out more than anything. I'm super excited to try out Elaine's Memoir but for now I just gotta suffer through Extreme Bunker. Eventually...
Also love your YT content especially the AEwVS vids and you forcing Mystman12 to play ABiBaZ. Although with the controversy surrounding MrDrNose I understand if you don't wish to continue that series.
Best of luck in the future, whether it be on Steam (we can hope) or on YouTube!
Other bugs from playing a bit more and unlocking more achievements:
1. 9 Room on Language not opening (I was on Puss Mode)
2. Subtitles staying for too long
3. What looks like a Transit door in Language causing you to fall out of the map?
4. Interacting with the Transit Exit door in Language causing the scary ambience to start prematurely
5. Locked Doors in Language staying unlocked after using the keys on them
6. Smile Wolf's Hallway not opening (unless this part is being reworked; I don't think there was ever a Chalk Piece in there)
I haven't played through Language on any other mode yet but I'll get back to you if I find more bugs. Also to make you aware there's a massive oversight in vanilla AEwVS where Marzia can break you out of the starting room after 1 notebook is collected via melon piece
Also I have to say fantastic work so far on this project. I wish you the best of luck in unlocking the true potential of AEwVS!
The first time I played Language, Marzia didn't anger for some reason when I got the 2nd notebook. No idea why this happened lol
Also I have a few questions about the game;
1. Will Marzia get her tongue ability from Beta AEwVS (maybe only on harder difficulties/extra setting like Ninja Viktor?)
2. Will you bring back Discordia as the Language beginning theme?
3. If this is a mod of old AEwVS, what version is it a mod of?
4. Is Viktor killing you in Puss Mode for holding the Knife intended? Because I got caught really off guard by it lol
5. Will you add content from Beta AEwVS such as the PAP Station, DCoins, and newer items like the Gems and Staff?
Anything but a "Reset Data" button in the Settings 🥀 (no seriously I went into RegistryEditor under LukeGames, changed value of "Sally" from 1 to 0, even deleted all the keys and Scary Mode won't come back)
Ok but besides that bit of feedback I felt like the Scary Stuff was just alright. While I liked the ambience of Scary Mode there wasn't much tension in terms of gameplay as keeping away from Blind Baldi is easy if you're patient and the ending jumpscare is pretty much an expectation at this point. Maybe if more was done with other characters like the eyeless Anim8or bird it would be more interesting but as it stands it's just a simple stealth section in the dark with most of the challenge coming from remembering where your keys and last notebooks are.
Also, the audio/visuals of the cutscenes seem to just be there for shock value (most notably the flashy red swirl which pops up three separate times), although I'm not too familiar with the creepypasta behind this mod (no habla español) so I can't really judge.
However and as others have said, I quite enjoyed this mod for bringing me back to the early days of BBiEaL decompiling where adding a few extra rooms, BSODAs, and Pencil Boy made you the best modder ever lmao
ALL MONSTER PATTERNS (spoilers)
-The Dragon always spawns in the middle column fifth row from the top
-The Dragon Egg is always adjacent to the Dragon orthogonally or diagonally
-The Wizard is always on the edge of the map surrounded by five purple slimes. It is possible for one of those slimes to spawn in the corner of the map.
-The lovers Romeo and Juliet spawn in the same row "mirrored" along the middle column. They can also spawn in corners.
-Why talk about corners so much though? Well, the Mine King always spawns in a random corner of the map, and determining which of the four corners has him is very important in 365/most health runs.
-Each of the four Guardians (7 health enemies) spawns in a region of the map divided by the Dragon's row and column. Therefore, Guardians cannot spawn in the Dragon's row and column and no two Guardians can appear in the same "sector" of the map.
-All Minotaurs and Chests on the map are adjacent to each other. This pattern can be helpful in finding the Mimic, although the Mimic can spawn adjacent to Minotaurs along with their Chests.
-Gargoyles and Walls spawn in orthogonally-adjacent pairs. Gargoyles in pairs will also face towards one another. The pairs of Gargoyles can be adjacent to one another while the walls cannot.
-If a Rat is in the same column as the Rat King, it will be sitting. Otherwise it will be standing and will "face" toward the column where the Rat King resides.
-To find the Gnome, the player must simply uncover every blank tile on the map.
-The beginning tile with the blue orb or whatever it's called cannot spawn in the outer two rows/columns of the map such that it will always reveal its full area when interacting with it.
-On the other hand, the acroll that reveals a random 3x3 area on the map can reveal an area centered on the map's edge, making it less useful.
-Everything else is random bullcrap go
Feel free to correct me in the comments or add additional information. Hope this is helpful!
In the credits of the original FFS it's stated that the 1994 RPG Earthbound was of inspiration to the game. And more specifically, certain tracks from the Earthbound OST were remixed for the OST of FFS Legacy. These remixes include:
-"Buy Somethin' Will Ya!", which is played at the start of Normal mode
-"The Place", which plays in Nightmare mode (albeit slowed down a lot) and Old Nightmare (regular speed)
-"The Cliff That Time Forgot", which plays in Wrath mode (slowed down) with random instruments
-And finally, "Kraken of the Sea", from Math Madness. This one flew under my radar at first but the title of the remix, "kraken", let me make this connection.
If there's any more that I missed, correct me in the replies. And big W to Nice for also being a fan of the Mother series!
No but like, adding to what SuperStarryR said-
Every red letter before u seems more, I don't know, INTENTIONAL. The o has an annoying dot orbiting it, j serves as an overhead obstacle, and t snipes you from below. u on the other hand, just SITS THERE, WAITING EVER SO PATIENTLY for the player to make a wrong move. Compared to the other letters, dying to u feels entirely your fault, which somewhat reflects how u tried to make i the scapegoat in their relationship/take out their anger on them.
I've been the victim of a toxic friendship. I've also felt anxiety about being abandoned by my friends, and fear the idea of becoming u myself. I honestly feel bad for both i and u, and agree that both of them deserve happiness apart from one another. This really hit home for me, so thank you for creating this story.
Is it tied to collecting notebooks or does this happen randomly over time? I've been trying to turn off both generators in one run, being able to enter one Maintenance room at the start of the game, but the other Maintenance room seemingly never appears even after waiting a while and collecting all the notebooks... unless this is intentional too