Amnesia: The Bunker

Amnesia: The Bunker

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Bobbert May 23, 2023 @ 9:58am
2
Flashlight Suggestion
It's a very promising game, but I can't stand it when games give you a flashlight that constantly runs out of power. Messing around with the flashlight just gets incredibly irritating and becomes a real chore.

Would it be possible to have a mode where the flashlight doesn't run out? (or lasts for a much longer period of time). The difficulty could be compensated for by making the flashlight make more noise for the whole time you're using it.

(it's cool if it's not possible, just a suggestion).
Last edited by Bobbert; May 30, 2023 @ 4:47am
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Showing 16-30 of 83 comments
Originally posted by adriartilol:
Reminder that you can put away almost everything you get in the intro (Flashlight, Revolver and Stopwatch) in the storage box in the safe room. It's completely optional to use it
optional? isnt the flashlight the main light source in the game? what if you are getting chased but you are in the dark you dont have a light source because you put it in the storage box
adriartilol May 24, 2023 @ 5:29am 
Originally posted by playergod:
Originally posted by adriartilol:
Reminder that you can put away almost everything you get in the intro (Flashlight, Revolver and Stopwatch) in the storage box in the safe room. It's completely optional to use it
optional? isnt the flashlight the main light source in the game? what if you are getting chased but you are in the dark you dont have a light source because you put it in the storage box
What I'm trying to say is there are alternatives, like torches and flares. The flashlight is the way it is so you *have* to play carefully, even then it doesn't make that much noise, but still enough to alert the monster from time to time.
This is just the demo though, and Frictional have already said there will be extra settings after you beat the game once and go in again. So maybe there'll be different difficulties and with that different flashlight life duration
Originally posted by adriartilol:
Originally posted by playergod:
optional? isnt the flashlight the main light source in the game? what if you are getting chased but you are in the dark you dont have a light source because you put it in the storage box
What I'm trying to say is there are alternatives, like torches and flares. The flashlight is the way it is so you *have* to play carefully, even then it doesn't make that much noise, but still enough to alert the monster from time to time.
This is just the demo though, and Frictional have already said there will be extra settings after you beat the game once and go in again. So maybe there'll be different difficulties and with that different flashlight life duration
normal and hard like the first game and probably impossible mode which means one little noise means loud noise even footsteps and flashlight cranking and bullets stuns the monster for one second and increases the monsters speed
Johnny Sins May 24, 2023 @ 6:44am 
i mean yeah, essentially a similar-ish system as the lantern in the first Amnesia game was much more enjoyable than this flashlight that you have to wank every 30 seconds
Originally posted by Johnny Sins:
i mean yeah, essentially a similar-ish system as the lantern in the first Amnesia game was much more enjoyable than this flashlight that you have to wank every 30 seconds
but the game is supposed to be scary so why use a oil lantern instead of a cranking flashlight
Nox May 24, 2023 @ 7:18am 
Perhaps there will be upgrades for the flashlight, just like there are inventory space upgrades. I do like the concept and idea of a flashlight, but currently it runs out of power a bit too fast.
Kleerex May 24, 2023 @ 7:56am 
The flashlight lasts like 4 seconds. That's way too short.

They always screw up something that worked in previous games. Take notes, for example. Game pausing for every note was annoying in Rebirth, but here they did it right. They screwed up the lighting mechanic though, it is all timed and, honestly, encourages repeatedly reloading last save.
Some Dog May 24, 2023 @ 9:58am 
after finishing the demo while i still find it somewhat annoying ive realized if you're playing optimally (getting enough gas in the generator) you shouldnt need to focus on cranking the light so it isn't as bad as I INITIALLY thought but its still a little annoying.
Lying Sack Of Fun May 24, 2023 @ 10:36am 
Originally posted by Kleerex:
The flashlight lasts like 4 seconds. That's way too short.

They always screw up something that worked in previous games. Take notes, for example. Game pausing for every note was annoying in Rebirth, but here they did it right. They screwed up the lighting mechanic though, it is all timed and, honestly, encourages repeatedly reloading last save.
I'm thinking the main game will be a bit more difficult to keep the lights on because of the longevity but I did find myself reloading saves to get back lost time.
adriartilol May 24, 2023 @ 12:19pm 
Originally posted by Kleerex:
The flashlight lasts like 4 seconds. That's way too short.

They always screw up something that worked in previous games. Take notes, for example. Game pausing for every note was annoying in Rebirth, but here they did it right. They screwed up the lighting mechanic though, it is all timed and, honestly, encourages repeatedly reloading last save.
Did you wind it up once or twice? If you wind it up twice you get around 7 - 9ish seconds of light
Riut May 24, 2023 @ 12:21pm 
I don't think the problem is the amount of juice you get, I think the problem is just that the juice gets used up all in one go so you're constantly having to charge it even if you only need it for 1 second.

What I think would work best is if you can turn it on and off. While off it keeps whatever charge it's currently at and when on it of course drains. The idea then is that you can turn it on when you need it, turn it off when you don't, the measly charge time you have gets used way more optimally but you still would have to charge it and make noise when you run out.

Right now I find it more irritating than tense. Not being able to see where you're going is way more dangerous than aggroing an enemy. Another option would be to have the flashlight never truly go out, but it enters a low power mode where it has basically no range and flickers on on and off annoyingly (Outlast did a similar thing with the night vision).
adriartilol May 24, 2023 @ 12:31pm 
That'd be a good compromise if Frictional decide to add easier difficulties! I think the problem with the flashlight lies in the time setting
Hassesin May 24, 2023 @ 12:47pm 
1) I love your videos!
2) I think the point of this type of flashlight is being this frustrating tool rather than a really useful tool. The fact that you need to charge it, but charging it attracts the beast, is a promising challenge
Hassesin May 24, 2023 @ 12:48pm 
Originally posted by Riut:
I don't think the problem is the amount of juice you get, I think the problem is just that the juice gets used up all in one go so you're constantly having to charge it even if you only need it for 1 second.

What I think would work best is if you can turn it on and off. While off it keeps whatever charge it's currently at and when on it of course drains. The idea then is that you can turn it on when you need it, turn it off when you don't, the measly charge time you have gets used way more optimally but you still would have to charge it and make noise when you run out.

Right now I find it more irritating than tense. Not being able to see where you're going is way more dangerous than aggroing an enemy. Another option would be to have the flashlight never truly go out, but it enters a low power mode where it has basically no range and flickers on on and off annoyingly (Outlast did a similar thing with the night vision).

It's a dynamo flashlight. Dynamo flashlights don't work like ordinary ones, and while they are manually recharged and give you "infinite battery", they discharge with or without use.
Riut May 24, 2023 @ 12:54pm 
Originally posted by Hassesin:
Originally posted by Riut:
I don't think the problem is the amount of juice you get, I think the problem is just that the juice gets used up all in one go so you're constantly having to charge it even if you only need it for 1 second.

What I think would work best is if you can turn it on and off. While off it keeps whatever charge it's currently at and when on it of course drains. The idea then is that you can turn it on when you need it, turn it off when you don't, the measly charge time you have gets used way more optimally but you still would have to charge it and make noise when you run out.

Right now I find it more irritating than tense. Not being able to see where you're going is way more dangerous than aggroing an enemy. Another option would be to have the flashlight never truly go out, but it enters a low power mode where it has basically no range and flickers on on and off annoyingly (Outlast did a similar thing with the night vision).

It's a dynamo flashlight. Dynamo flashlights don't work like ordinary ones, and while they are manually recharged and give you "infinite battery", they discharge with or without use.

True. But it's also a videogame where we take liberties with realism for gameplay purposes.
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Date Posted: May 23, 2023 @ 9:58am
Posts: 83