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Woah, massive improvement, the blood dripping effects, and physics simulation is absolutely amazing. It still feels like the original with the sound and background but improves so much and the developer deserves massive credit for bringing this flash game back. I hope you can improve the realism, my suggestion is that you could add more details on the human model or customization features like (hair, nipples, penis or vagina and etc..). I hope you read this <3

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Thanks, glad you like it.

I like the idea of customisation and more detail. I'm just not sure how possible some of it would be (for me at least).

Hair is something I've thought about, but haven't done it because I don't really know how it would look and behave, or how to implement it at a technical level.

At the very least, one (or maybe two) new models is something I definitely want to add.

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The stats menu is really cool. I have some ideas, like maybe the ability to punch him. Like, if you punched him, a bruise would slowly appear, and if you punch him in the face enough, his nose could start bleeding. Also, could you perhaps add in grunts or something to simulate him being in pain whenever you injure him? That would add a LOT to the whole "torture" aspect of the game.

P.S. Keep up the great work, CaCh!

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So those are actually both things I've tried, and I like the nose bleed idea.

I wanted a baseball bat and bruising (the bruise slowly appearing is a good idea), but couldn't get it to look and feel right.

Same for grunts, I couldn't get it to work. It just sounded weird, I couldn't really find goods sounds for it, and was kinda annoying more than anything.

I'll keep these in mind though. Maybe I can come up with something better a second time around.

CaCh, don't worry, the bruise doesn't have to look perfect. You can just add in a picture of a bruise that you just crop out everything in the picture except for the bruise. Later, if you feel up to it, you could improve the bruise in a later update.

By the way, what time zone do you live in? I always have to wait at least a day for you to reply because I'm in a different time zone. I'm EST.

Also, you could improve bleeding a little bit, its kinda unsatisfying to see him get shot in a particular area and not bleed. Some areas, if you shoot him, he bleeds. Other areas, he doesn't bleed unless you shoot the same spot multiple times.

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Oh yeah I see what you mean, pretty unsatisfying a bullet wound doesn't bleed.

Originally I tried to keep everything to a minimum - the chances are low enough that sometimes it never creates any blood droplets.

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Yeah different time zones, or I'm doing something else, but also depends when I see the notification. I don't always have itch open, so I might only see the message a few hours later when I get an email.

Oh, and I have an idea as to how punching would work. You just use the hand tool, but instead of clicking and dragging to move him, you just click once to punch.

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Good idea. Makes sense to group this under the hand tool, and doesn't need an extra slot for a new tool.

so,a couple ideas, make stab wounds with the saw, and maybe burns

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I guess the chainsaw could do that.

And fire/burning is something I've thought about.
I'm just not sure about how it should behave and look.

probably for the cutting/stabbing with the saw you could use  similar mechanic as the knife, but you click and hold to rev it up, very nice game btw

Thank you so much, CaCh, for making this update, and I'm back with another bug report and some suggestions. For the bug report, well, its kinda weird, whenever I use the nails from the hand tool, when I click them again to get rid of them, they do detach, but the nail is still displayed. This stays through resetting and going to the main menu then going back in again. The only way I found to fix it was to completely restart the game.

Now, the suggestions.

1. Maybe have the bleeding not stop so quickly. The human body has a LOT of blood, in fact, 1.2-1.5 gallons/4.5-5.5 liters of it. I would also like to see him slowly bleed to death, like he can only bleed but so much until he dies from blood loss. This would go good with bandages so that you could stop him from bleeding. Plus, every vein is directly or indirectly connected to every other vein, so all the blood in your body could drain out from a single wound, thus having the bleeding continue until your are completely out of blood.

2.  Maybe something to revive him, like defribulators. They would revive him, and also bring back a little sliver of health. But, they would only work as long as his head is still attached/not damaged, and if his heart was still not damaged. Or, simply if he has lost too much blood, it also wouldn't work.

3. Maybe have him not just die instantly from a stab to the middle of his chest. People have been stabbed 10+ times in the chest, and did they die instantly? No. Just because your heart is damaged, doesn't mean you just instantly stop being alive.

I won't mind if you can't add all of these things, but at the very least please try to make it so that he can bleed to death, and add bandages for it.

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I just found another bug, somehow I ripped his arms off and he is not bleeding, nor did he lose any health. Also, when I use the spikes, If I release them and the mouse is not directly on the person, the spikes will not make an entry wound or exit wound, but the guy still loses health. Oh, and if I DO rip his arms off and they don't bleed, the game no longer responds to any keys that I press, and it also doesn't respond to clicks, but the game is still running and all the physics, aside from the person freezing in place, work fine.

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Ok it's strange but the two bugs only happen in the release build of the game.
Which is why I missed them because I often neglect to test after building.

I'm still not really sure why they are happening so it might take me a while to fix.

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  1. Firstly the bandages sounds like an amazing idea. That would be very cool.
    And a more complex vein/bleeding system does sound pretty cool, although maybe a little hard to implement.

    However I have considered bleeding damage before, but I'm not sure about it.
    These are the reasons why I decided against it:

    1. He might die too quickly considering how much damage you can inflict in a short period of time.
    2. It might change the nature of the game. Currently it's more of a toy/sandbox, but having to manage and stop bleeding might make it less relaxed and put a time limit on things.
    3. Performance. Currently the number of blood droplets is limited and can also be changed in the graphics options. Though now that I think about it it would probably be easy to change how this works.
  2. Not a bad idea. I'll think about it.
  3. A quick search and it seems like you're right - you won't necessarily die instantly, but you will bleed out very very quickly.

I've never had problems with any lag from large amounts of blood, and yet my laptop is a potato. I don't think that more dripping blood will be a problem for people, and I also think you could put an option in the menu to enable/disable him bleeding out.

Also, I think that your developing skills are amazing in terms of 2-D games, so I believe you could implement literally anything if you put your mind to it.

could you add sliting his throat with the knife or when the head is cut off with a sword there will be blood spiting in the air and on the walls?

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Sure I don't see why not.

I am having too much fun. On the right, finely diced arms and legs. On the left, discarded hands and feet, for lack of meat, so they are not appetizing. In the middle, the victim, who is still alive.I am having WAY too much fun with this game. On the bottom right, you will see finely diced arms and legs. On the bottom left, discarded hands and feet, because there is not enough meat on them to eat. In the middle, you will see the victim, still alive.

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Haha, very cool screenshots, glad you're enjoying it.

Yet another wonderful suggestion, in two parts:

1. Something to heal him with. Basically, something that would not reattach limbs, but it could heal flesh wounds, like cuts and bullet holes.

2. Something to maybe boost his health/durability, so that you could have the option to be able to do more to him without him dying as fast.

1. So the skin/muscle will grow back, filling in the holes? And some health will be restored too?

I'm not sure about this one, all the tools are "realistic", but this is sort of sci-fi.

2. Two ideas I had for this were some kind of syringe for a health boost, and anesthetic, which would reduce damage to an area for a short amount of time.

There is a slight problem with the idea of anesthesia here. An anesthetic injection or solution would not reduce damage, it would only make it so the pain is barely felt. The victim would still die just as quickly, most likely from blood loss.

Hmmm that's true.
I was thinking less pain = less damage. For the sake of the game I think it conveys the right idea even if it isn't 100% realistic.


And to answer your question in the other comment, yes I will be adding this and the scalpel, though I can't say how soon that will happen.

This time I made a literal perfect piece of art; an almost perfect outline of his skeleton, made entirely of his blood.

it`s perfect





and great

Created this masterpiece with the spikes, I simply removed all the blood around him after going crazy with them.

can we get option to stab with the knife?

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I was thinking that too. That's a good idea. Can we please get a reply on this from CaCh?

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Yeah sounds like a good idea.

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Sorry for posts that are so close together, but I had an idea suddenly pop into my mind; a scalpel. Like, a precision blade kinda like the knife, except the cuts would be deeper, but not as deep as sword cuts. And also, another suggestion, maybe you could add a saw, not like a chainsaw, but like one of the manual ones that you have to move back and forth to cut. This would be useful for if you want to cause a lot of bleeding, but you don't want to fully cut off a limb by simply not sawing all the way through.

1. Not sure I understand the scalpel idea. How is that different to the knife - the knife only doesn't cut through bone, so how would the scalpel be deeper?

2. Actually a saw that you needed to move back and forth was also an idea I had. But I was thinking it would cut all the way through like the chainsaw.

I can't really picture how it would look and work if it didn't cut all the way through. Maybe you could clarify?

Hello. The knife, if you just slash once, usually only cuts down to the muscle. The scalpel could cut all the way down to the bone in a single slash. Or, if you ever figure out how to implement organs, the scalpel could be used to cut down to them. Kind of like surgery, except not in a good way.

I see.

I might make it the other way round though - the knife makes deeper cuts, and the scalpel, being smaller and more precise will make shallower cuts.

Oh, wait... that's actually a good idea. However, there is one problem with the logic of this. Scalpels tend to be much, MUCH sharper than knives, because knives are meant to cut stuff like meat, and scalpels are meant to cut flesh, and human flesh is tougher than many types of animal meat and/or skin, so scalpels would need to be sharp.

Or, it could cut deeper depending on how fast you do it. For example, it could cut really deep if you cut fast, but if you cut slowly, it would make shallow cuts.

True, scalpels are sharp, but also very small.

And I'm also thinking about it's intended use - scalpels are designed for precision, even though they are very sharp. In contrast the knife is big and better represents big slashes that do more damage.

Does that make sense?

Oh, and this is another very small issue, I seem to be unable to close the options menu if I open it on the main menu, and the main menu itself is still able to be interacted with behind the options menu.

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I have another slight issue, I seem to be completely unable to use the spikes on any vital areas, AKA the head and chest. The spikes work fine as soon as I aim at a spot that wouldn't instantly kill him. Is this intentional? (By the way, thanks a lot for fixing my previous issue with the game crashing.)

Weird. I'll have look at this, and the menu issue you mention in your other comment.

Thanks both for fixing it, and for mentioning me in the update. I'm always happy to report any bugs or glitches, or just give suggestions.

found a glitch you can cut off his head and he'll live

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The damage is pretty lenient, but cutting off the head should kill him.

If you know how to reproduce it, I can fix it.

it almost always does it when you cut at the neck near the bottom

I see. I think the problem is if you're low enough you actually cut the chest, which doesn't do as much damage.

I'll see how I can improve that.

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I have a small problem with this game, the more i play it, the more memory it takes up, and it doesn't even take very long for it to go well over a thousand MB. Eventually, it actually crashes my computer. I suspect that this may be due to blood possibly still taking up memory after resetting the stage.

That's not good. I'll have a look.

I've uploaded a new version, I briefly described the issue here if you're interested: https://cach.itch.io/the-torture-game-2x/devlog/130388/memory-issues

As far as I can tell I am now freeing up all unused memory and I think that should fix it.

There is still a very slow increase in memory usage according to task manager, but I think that might be cached or system related and won't cause issues.

Can you add a spoon for removing eyes or make the shotgun blast more realistic like a big hole and not pistol shots going all over the place?

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Maybe I could reduce the spread of the shotgun?

I also plan on adding a knife for making shallows cuts. I think that'll probably do what you want.

Ok thank you

you should add a lot more blood especially on amputation

The "static" splatter on the walls, or the dripping blood?
Either way the chainsaw has plenty, but maybe some of the other weapons could have some more I guess.

The dripping blood is also relatively expensive so I didn't want to overdo that.

you should remake mutilate a doll 2 like this also with all the gore physics or  make a regular ragdoll torture game

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could we get a knife

Also, could we get organs?

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A knife's on the todo, and see my reply to OBAMAGAMER below with regards to organs.

I'm busy with other things at the moment, but hopefully soon I'll work on this again.

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could we get some dynamic bleeding? (he can bleed out)

What do you mean exactly?

There is already bleeding, so you want that to do damage?

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First off, thank you for creating an remake! It's so great to see my favorite gorey satasfying old game back alive!! And it's great as all ways :)

I love all the new things added, like blood actually dripping down! It's great! 

Ahem.. Onto the point! The game runs super smoothly, is fun as always! altough I have some really tiny itsby suggestions:

1. Blood drips/splatters on walls. it's kinda unsatasfying seeing the torso cut in half touch the walls and not leave a huge stain of blood on the walls . (the cut side)

2. Organs, I know this may be kinda weird to implement, buuut it would be kinda cool to see the organs along with the muscles and skeleton in the body. Like when you use the razor on the poor guy.  I mean, there are tiny bits of brains on the wall when you shoot the guys head. So maybe?

-

That's all! I wanna thank you again for this amazing, amazing remake! I'm so glad you are still alive to this day :)

(Sorry if you don't understand some of the sentences, I kinda suck at english)


Keep on rocking!

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Thanks, glad you enjoyed it.

1. Really good suggestion, should be doable.

2. Also a good suggestion, and something I've thought about before.
I just wasn't sure how to implement it in a logical way.

eg. the brain, intestines, etc. need to be "inside" the body, but when cut open they would need to be able to fall out otherwise it would seem weird.
And since the physics are strictly 2D I couldn't think of good way to fake it from a technical point of view.

I'll think about it some more though.

(Your English is perfect by the way, if it's not  your native language, I couldn't tell)

game is great but i can't get the sword

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Check the tool's help while it's selected with "H".
Basically, drag the first time to set the position and angle.
Then release and drag the sword backwards to choose how long to make the cut.
Then release to actually cut.

Hope that's not confusing.

nevermind i was playing on basic mode

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Oh I misunderstood. Glad you figured it out.

What's the controls for the game?

There's a "Help" menu with general controls, a "Keys" section in the options menu where you can change controls, and in the tool palette (you can open this by pressing the tool icon in the bottom right, or pressing "T") there's "?" button with a brief description of how the tool is used and any extra controls.

You can also directly show the help of the current tool with the "H" key.

make a 32bit version?

Sure, I've upload one for you.

thank you

The sword really needs to be fixed... Also it would be nice to have more weapons. Otherwise it's just a (more beautiful) remake of the original

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Since I found the sword to be a bit overpowered my idea was to make it require some skill/practice to use. You have to "swing" it sort of like a real sword. If you move the mouse too slowly, or the angle doesn't match (you're too perpendicular relative to the blade), it won't cut anything.

In practice though it might be too unintuitive and sort of not fun to use.

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Ok, but I can "win" in .2 seconds by pressing 3 then clicking the forehead. I don't think the concept of "overpowered" can apply in this game, nor the concept of "skilled". Not to mention that you can't even see anything. If I click and drag, the sword just stays there spinning, and when I drop it teleports to the (previously unknown) position of my cursor. Now here's what's overpowered: the fact that I have no idea what's happening, to the extent where, when it works, what was supposed to be a small cut turns out to cut the entire room and everything in it because I have no idea how far my cursor went. Even with a real (difficult to use) sword at least I have the advantage of knowing where the sword is in real time. Not to mention that swinging something in a straight line and moving a mouse are different things.  

You are right about the "unintuitive" and "not fun" parts... I would just have it be a point on the screen. When you press it, you define a straight line to wherever you move the cursor (sort of like planning the strike) and when you release the sword appears for a split second and cuts.

Haha, maybe I chose the wrong wording. Don't get my wrong, I totally agree with you and I'm not arguing here, just thought I'd explain my reasoning here, in case you're interested.

By "overpowered" I didn't mean that you could kill the victim too quickly (as you say "winning" is not really a concept in the game). Rather it's overpowered because you could easily reduce the entire body to a pile of almost nothing in 1 or 2 second and a few easy clicks, which I though made it feel a bit unsatisfying .

And by "skill",  my intention was not to add a challenge to the game at all (again not really a useful concept in this "game"), instead what I wanted was to firstly, make the sword more effort to use in order to slow it down, and secondly make it feel more "realistic" and satisfying to use.

It's definitely pretty janky to use right now, but I did find (in my opinion) that although it was very difficult moving the mouse correctly along the swords axis, knowing the mouse position wasn't that important, you just had to take a little time to line up the mouse and with very little practice it definitely got easier to use.

(Spacebar+F2 will select a debug tool. You can turn on the Tools Debug option, then with the sword selected turn on Drag to Cut if you're interested to see how it feels to to just be able to drag a line to make a cut.)

Brilliant! That Debug option is awesome! It's exactly what I wanted! Now I can also make proper, small, precision cuts, or even make a pattern with the lines!  

   

...God, this game is doing too good of a job in getting me excited about messed up features... :))

Though I did want to expand on the original at least a little, this project was a way to learn Unity for me.

But it ended up taking me much longer than intended, and I wasn't happy with how some of it was turning out. I was determined to complete it to some degree at least so I shelved other stuff I wanted to add and just finished off the existing features.

There's a good chance I'll be slowly adding more stuff in depending on what's possible.

It's really cool as it is. It adds a lot of possibilities with the new ways you can use stuff (rotating the saw) and the ways the ragdoll works. That's probably why I'm a bit sad that it did not play around more with the possibilities the game itself creates and doesn't add anything new (except for, you know, that sword).

honestly the thumb nails are epic XD

crashed after a while, had to reload the game

Do you remember what you were doing when it crashed?

Show post...

DAMN

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