Pandemonium Recreation Testing
Pandemonium minigame
Sound effects found in the Pressure discord
Music is Knock Knock, Wait of the World, and Persistance by https://www.youtube.com/@NoLongerNull
Game Over music and assets by LightningSplash
Funny Game over music and assets by Nintendo
IDK what to put here
Update 10/16/24 1:52 pm (hyperspecific because I'm a perfectionist) - Added jumpscare, 2 more songs (Wait of the World and Persistance), and changed the background color, and gave slightly less time between locker bangs
Update 10/16/24 11:13 pm (hyperspecific again) -
Added 2 new jumpscares, added the ability to retry after dying, cut some Sebastian dialogue out of Pandemonium's jumpscare that I didn't catch earlier, and added a delay between the jumpscare animation ending and the cut to black.
Update 10/17/24 8:23 pm
Added Guiding Light messages after death, replacing the retry text
Made Ambush's jumpscare slightly longer
Made Ambush shake during its jumpscare
Changed rendering method from Compatibility to Mobile
Update 10/18/24 1:08 am (Mini Update)
Added a timer which tracks how long you've survived
Time is told to you by Guiding Light
Guiding Light also tells you your best time
Changed Seek's jumpscare to shake (just copied Ambush's code lol)
Update 10/18/24 7:09 pm
Fixed a possible bug where time wasn't recorded if the jumpscare was skipped (which shouldn't happen but if it does it's fixed)
Added a main menu to select modes
Added Funny Mode with more comical jumpscares
Added a Funny Mode exclusive death screen
Got rid of the old retry label text activating if the jumpscare took too long
Update 10/19/24 9:32 pm
Added Hard Mode toggle button
Hard mode randomly moves around the target and the bar every locker bang
Update 3/21/25 3:57 pm
Revamped the gameplay to be more accurate
Cursor speed is different now (rather than a constant times mouse speed, it's mouse speed^1.25 times a constant)
The cursor now automatically moves a bit towards the target
Health drains faster, but is also regained MUCH faster
Locker bangs can now be in all directions, and shouldn't have a chance of not affecting cursor velocity
Zoomed out a bit, increasing the size of the playing field (IDK what else to call it) (jumpscares are inadvertently smaller now because of this, will fix next update)
Cursor now shakes when on the target
Time between crashes is now less random (normal distribution), will buff if the game is too easy because of it
Status | Released |
Platforms | HTML5 |
Author | RealEpicBob |
Made with | Godot |
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