are you guys going trick-or-treating
29.10.2025 18:18 β π 1 π 0 π¬ 0 π 0@kasandryx.bsky.social
22 | π³οΈββ§οΈ | she/her | i fixate on a lot of shit | pfp by nikisvault
are you guys going trick-or-treating
29.10.2025 18:18 β π 1 π 0 π¬ 0 π 0imagine he is red because he cannot be placed here
15.10.2025 08:21 β π 0 π 0 π¬ 0 π 0#outcomememories
03.10.2025 17:44 β π 0 π 0 π¬ 0 π 0my sleep schedule may be fucked up again and my motivation to do things has gone back to being relatively low but that will NOT stop me i WILL draw and render and HAVE FUN doing it
27.09.2025 18:29 β π 1 π 0 π¬ 0 π 0timmy
18.09.2025 17:26 β π 0 π 0 π¬ 0 π 0i literally just did this one pull because i felt like it i wasn't even thinking i'd get her
11.09.2025 05:18 β π 0 π 0 π¬ 0 π 0ok man.
(literally the first pull on the new limbus banner)
i like doors, i really do. i want to like the new stuff they're adding because i KNOW they can do cool shit.
the backdoor was fucking amazing and hotel+ was a nice way to refresh how entities work, even if its launch was a bit of a mess.
but floor 2 and the outdoors weren't rly that good to play.
my issue isn't with doors having trial and error. that's perfectly fine.
my issue is with something getting annoyed with you because you died to something out of your control or you struggling because "OOPS yeah that guy can do that but i wasn't gonna tell you that get fucked loser."
(exaggeration)
someone suggested curious light also getting fed up with the subfloors existing which i feel could be a good way of interpreting it but imo it doesn't really make its new dialogue any less irritating.
and for someone that doesn't know about the rooms or backdoor? it's just a bad 1st impression. (2)
curious light...
my god.
i don't know if it's me but curious light has progressively gotten more annoying to read the dialogue for as these subfloors get added.
"try dying to an actual threat next time."
(actual line of dialogue for dying to the groundskeeper i think the 3rd time) (1)
monuments are also kind of really fucking irritating. i initially liked them as a weeping angel enemy that works well and blends with the environment, but i think they blend in a little TOO well. they don't make any noise whatsoever either from what i can tell.
09.09.2025 19:07 β π 0 π 0 π¬ 1 π 0grampy's... kind of a nice respite NPC entity, i guess? i don't have anything negative to say about him. he's fine and a nice addition to the passive entities.
09.09.2025 19:07 β π 0 π 0 π¬ 1 π 0the red light/green light idea is not bad on paper either, it can definitely work as an entity. it's just not with bramble where literally one step means you can get impaled and take damage while he's like 5 meters away from you and you can't reach a closet to hide fast enough. (2)
09.09.2025 19:07 β π 0 π 0 π¬ 1 π 0BRAMBLE IS THE WORST FUCKING ENTITY AND IT'S NOT EVEN CLOSE.
the idea is there but it's executed in a way that's just not fun to counter. the fact broken lamps STILL count as spots it can go to, which means in theory you can just be straight up telefragged is not fun design. it's annoying. (1)
eyestalk is kind of just a standard seek chase. nothing special about it.
the chase theme as well isn't really impactful or give you that feeling that you WILL die if you screw up. it's just... there.
the scene with groundskeeper at the end killing eyestalk is cool though.
you could in theory LEAD them to groundskeeper but that still puts you at risk because you could still step on the grass.
for an obligatory "annoying as fuck entity you want to curbstomp" (like screech and giggle/grumble don't do that already) it doesn't work because of unwinnable scenarios. (2)
mandrakes suck. plain and simple. especially if they're combo'd with groundskeeper.
you have an entity that punishes you for stepping on the grass, but you need to step on the grass to put the mandrake back in its spot. groundskeeper DOES kill them but in some cases it takes too long to do so. (1)
surge is... okay. probably the most unremarkable entity that they introduced in the subfloor. it's nice that it doesn't immediately kill you like a majority of rush equivalents do, at least so you still have room for error. granted it's not a large amount but it's something.
09.09.2025 19:07 β π 0 π 0 π¬ 1 π 0as much as i like the groundskeeper, it feels a little TOO punishing in some cases. there are times are there are literal slivers of grass that you CAN'T get around stepping on (bridges, closets & cabins in the scenario of surge spawning) and you get punished for it.
otherwise he's fine.
the outdoors does not feel like it lasts for 35 rooms, it feels like going through the rooms and spending an hour just to find an exit to go back to the main run. the pacing of the floor feels like it drags with how spacious rooms can be.
09.09.2025 19:07 β π 0 π 0 π¬ 1 π 0as it's been a while i might as well elaborate some on why i don't like the outdoors subfloor
(thread below)
im genuinely hoping that when slasher drops his kit is tweaked in some way or made better, out of everyone in the killer roster he probably needs it the most
27.08.2025 15:25 β π 0 π 0 π¬ 0 π 0wrote a whole thing for how i feel like jason/slasher could be in forsaken because his current kit kind of sucks imo and is not fun to play with or go against
thoughts would be nice
#forsaken #roblox
been basically 3 weeks now btw
is there an actual explanation why tenor takes forever with gif uploading sometimes or is it actually just that bad
drew a noli take while i was listening to that one song
the masks float in his vicinity and take turns to talk for him but they have no specific voice to tie to them, how they sound is constantly changing
also the cape is not detachable from the suit, it's part of it
#roblox #noli #art
ngl after giving it some thought i dont rly like the new subfloor for doors
groundskeeper is cool though i like that guy
forsaken ost tier list because i was bored
20.08.2025 05:20 β π 0 π 0 π¬ 0 π 0