When you play it...
Mindfuck is a horror-themed game/mod, set in darkness, made to have a tense atmosphere and immersive gameplay. It was planned to have a slower gameplay (speed-runners may not enjoy it), focused on details of setting (not talking about map detailing), seeking to please players who like to feel in character''s skin; to embody the story.
The main idea is (try) to create a horror game, with good feeling, many zombies, scares, monsters, creepy music and details, and of course many mindfucks. The most common enemy in most of the time are zombies civilians, workers and visitors to the same place as you, who were dead in the incident and then revived by the dark forces that now hold the place. The zombies are dumb (as zombies must be anyway), but the living enemies has some improved AI.
Many of the weapons in the game are scenery objects used by the player as a defense until he can find real firearms. In some parts the use of flashlights is essential.
There are RPG elements (like Deus Ex or Strife) and the player can talk to other people, usually survivors, and even have their help in some situations. Also in many cases will need to use computers to get passage or some other benefit.
So, some details:
History (very) shortened:
Spoiler:
Gameplay notes:
Spoiler:
Weapons:
* Many weapons are not really weapons, but scenery objects that can be used for defense, like chairs, boxes or gas cylinders.
* There will be lots of melee weapons. All of them, each one in a way, can be lost.
* All the fire-weapons has to be reloaded, it's their Alt Fire.
* There are too flashlights: One is 'Doom3 like', and other is attached to another weapon. There is also flares.
* There are not plasma, laser or BFG weapons. Most are ballistics or explosives.
* Most weapons (seen in the videos) are in alpha or beta stage.
Enemies
There are, basically, 3 types of enemies:
* Undeads: Earthlings or not, they are dumb and usually slow. Typical zombies.
* Living wilds: They are 'animals', but not intelligent/civilized beings. Most are smart, fast, and some has special attacks techniques. Some also are near inoffensive.
* Living Civilized: They are intelligent, more then the wild ones. This guys will never be trolled by light beans, and many can 'understand' if player is hiding, or has a strong weapon. Possibly the main stakeholders in the invasion.
Edit: The zombie translations was made in Alpha versions. Many will be taken.
Other features:
* Inner-Games: All maps will have easter-eggs. One kind of it are consoles in what player can play other games (usually ATARI 2600 games). See the videos.
* Trolling flashlights: Some of the 'wild' enenies may be distracted with the light beans of the flashlights, allowing the player to save ammunition, to escape the attention of enemies, or just have fun ...
* Previous Weapon button.
* A usable PDA (I didn't made it yet).
* Two game modes: The story-line maps, and the original (IWAD) maps. If playing with doom maps, it becomes a gameplay mod.
Screenshots: (big pics)
Spoiler:
Videos:
Spoiler:
*Incomplete* Releases:
1 - 'Pre-Alpha' debug only version: http://www.mediafire.com/download/o77cs ... cks_1A.rar (Does not work anymore in modern (G/Q)Zdoom versions!)
2 - 'Pre-Alpha' version fixed: http://www.mediafire.com/download/a1wd3 ... 1A%232.wad (Does not work anymore in modern (G/Q)Zdoom versions!)
3 - New 'Pre-Alpha' debugging only map: http://www.mediafire.com/file/gdaawkqj2 ... 5022017.7z