Hello Neighbor

Hello Neighbor

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hardway Dec 30, 2017 @ 12:45am
Hello Improvements! Improvements for Hello Neighbor.
Hello everyone:
a lot of the old Hello Neighbor fans (me too)says that the game was better in pre-alpha and alpha 1...
You're not totally wrong,because the neighbor was smart at the time.
That's what we will discuss today. (Please read to the very end).
Let's start with the AI improvements:
-Remove X-ray vision (see trough walls)
-Sees his back without even turning to see
-Doesn't know how to get you when on the roof in act 2 (jumps on the yard when he can easily catch you)
-Bear traps and camera spams
-Gets bugged a lot of times.
-After getting caught (or saw)by the neighbor he immediantly starts to patrol the house and can't make you win.
-Turning the power down while he's in the house triggers the attack mode.
Update:and please make him smart like does some shortcut and other things.
Now,game bugs,in general:
-The platform for the fear_supermarket minigame most of the times kills the player
-Objects stuck into walls
-Red key minigame is impossible
-Boxes can make you fly and escape in act 2
-The fences have a little hole to make the player escape easily in act 2
If you have other bugs,write them below.
For the last...Ideas to improve the game!
-A workshop to share custom maps and levels! (Maybe this is already planned)
-DLC's,to unveil more the story
-An act 4,maybe.
More ideas? Comment down below!Please,if you agree,write in your profile informations #HelloImprovements
Thank you!
Last edited by hardway; Jan 1, 2018 @ 3:38am
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Showing 1-15 of 34 comments
Shymon Dec 30, 2017 @ 4:38am 
Noo, no dlc's, i DON'T want to pay more, game ITSELF is overpriced so i would prefer FREE updates and expansions.
Last edited by Shymon; Dec 30, 2017 @ 4:46am
hardway Dec 30, 2017 @ 5:05am 
Originally posted by Dipper184:
Noo, no dlc's, i DON'T want to pay more, game ITSELF is overpriced so i would prefer FREE updates and expansions.
We'll see what Tinybuild and DynamicPixels prefer
Funky Hobo Dec 30, 2017 @ 7:45am 
^^
Randomhole Dec 30, 2017 @ 8:43am 
I dont know if any one else had this problem but on the first basment that part were you run away from him and then come to the locked door i have been trying for 2 hours on that one part but he keeps getting me. i need help i even treid it in freindly mode but still i cant get any farther and it is killing me
BYT00 Dec 30, 2017 @ 9:57am 
I know a AMAZING inprovement: Make the game playable my PC meets all requirements but it brings up some cooked / uncooked crap so making the game playable would be great don't you think?
Viscus Dec 30, 2017 @ 10:57pm 
Originally posted by theminecraftboss104:
I know a AMAZING inprovement: Make the game playable my PC meets all requirements but it brings up some cooked / uncooked crap so making the game playable would be great don't you think?
That is an issue that they are trying to fix.
hardway Dec 31, 2017 @ 3:42am 
Originally posted by Randomhole:
I dont know if any one else had this problem but on the first basment that part were you run away from him and then come to the locked door i have been trying for 2 hours on that one part but he keeps getting me. i need help i even treid it in freindly mode but still i cant get any farther and it is killing me
i think you must wait the next patch/make a new game.
d_hughes Dec 31, 2017 @ 7:13am 
I might get hello neighbor.I heard a lot about the game:steamhappy:
d_hughes Dec 31, 2017 @ 7:14am 
might get today actualy
:steamsalty:
cow tools Dec 31, 2017 @ 12:49pm 
Well, the thing about him triggering attack mode when you turn off the power is SUPPOSED to happen.
cow tools Dec 31, 2017 @ 12:50pm 
Also, the red key mysteriously disappeared when I got caught.
Viscus Dec 31, 2017 @ 10:43pm 
Originally posted by Mc3k:
Well, the thing about him triggering attack mode when you turn off the power is SUPPOSED to happen.
No, the Neighbor goes into hunt mode when that happens.
hardway Jan 1, 2018 @ 3:28am 
Originally posted by Mc3k:
Well, the thing about him triggering attack mode when you turn off the power is SUPPOSED to happen.
It's supposed to trigger the hunt mode and not the attack mode.
Ascended Mermaid Jan 1, 2018 @ 6:45am 
Correction: Anything can be used to launch yourself out of act 2, as long as you power it up and aim at the ground. I used the vent cover to clear the basement fences -- only to be disappointed that there wasn't actually anything on the other side of either fence in the first room. They actually made sure that the gun ammo doesn't launch you. It still launches the neighbor just fine. He can also launch you if he manages to throw anything under your feet.

Fear school isn't impossible, but it is ridiculously hard, due to the fact that the freeroaming mannequin doesn't have a consistent pattern. You have to camp until you know he won't be disturbing you.

They need to fix the bounds/invisible walls during the easter egg hunt -- you can walk right through the church and the school, and jump out of the map. You also can't get back into the main area without restarting.

You can also trigger a sort of permanent darkness in Act 2 if you go to the carnival, jump on the fence, run on the diagonal fence, and then jump out of bounds. When you fall to your death, you will return to a much darker Act 2. I actually enjoyed playing this way, since I pretty much needed the flashlight at all times, and had no idea where the neighbor was.

You can complete Act 3 without ever unlocking the painting, the switch gate, or the upstairs hallway -- the neighbor will not be able to pursue you past the first floor at all. I close the elevator behind me, though I'm not entirely sure that is necessary.

There should have been specific achievements for each act; clearing act 2 in one of the 3 different ways, using the lift in act 1 instead of the wrench, using the wrench in act 1 instead of the lift, viewing the optional cutscene in act 3, finding the hidden swingset in act 3, and solving the many puzzles of act 3. I admit that I'd never solved the globe puzzle before v1.7, as well as the red key puzzle, despite beating the game. Everyone always throws a shoe at that switch, or clips through the cover and flips the switch, instead ofactivating all of the hidden buttons in the room and lodging a shoe in the switch so that it doesn't turn back off when you hit the button.

Oh -- they should also make it so that any object that is thrown into the small room in act 3 (where the magnet, key, and room switch are) will end up in the lost and found. Otherwise, just about anything thrown in there is lost, including the magnet.

There's still the magnet room (everything magnetic can get stuck to it from the outside, like under the room, or by the tracks), and the water room (the walls on the outside of this room splash when you touch them).

There are wall clipping bugs. You can easily clip your head through the wall to see out of bounds (crouch and look up, or stand and look down at an angle) -- and even grab items through the wall. I suppose this also counts with placing objects in walls.

The purpose of the golden apple. Before the full version, the golden apple had a purpose. Now, it just seems to be part of the grand easter egg hunt in Hello Neighbor that awards achievements.

The invisible cylinder in act 1, just in front of the neighbor's mailbox. I'm not sure why there's an invisible cylinder there, if it serves as some sort of easter egg or has any actual purpose, but it's there.

The planks in fear darkness. http://steamcommunity.com/sharedfiles/filedetails/?id=1250443535 They fall down, making it harder to flip that switch. As long as you have something to throw, it's fine -- but I don't think those planks should fall.
Last edited by Ascended Mermaid; Jan 1, 2018 @ 7:02am
hardway Jan 1, 2018 @ 7:07am 
Originally posted by unsavory.maggot:
Correction: Anything can be used to launch yourself out of act 2, as long as you power it up and aim at the ground. I used the vent cover to clear the basement fences -- only to be disappointed that there wasn't actually anything on the other side of either fence in the first room. They actually made sure that the gun ammo doesn't launch you. It still launches the neighbor just fine. He can also launch you if he manages to throw anything under your feet.

Fear school isn't impossible, but it is ridiculously hard, due to the fact that the freeroaming mannequin doesn't have a consistent pattern. You have to camp until you know he won't be disturbing you.

They need to fix the bounds/invisible walls during the easter egg hunt -- you can walk right through the church and the school, and jump out of the map. You also can't get back into the main area without restarting.

You can also trigger a sort of permanent darkness in Act 2 if you go to the carnival, jump on the fence, run on the diagonal fence, and then jump out of bounds. When you fall to your death, you will return to a much darker Act 2. I actually enjoyed playing this way, since I pretty much needed the flashlight at all times, and had no idea where the neighbor was.

You can complete Act 3 without ever unlocking the painting, the switch gate, or the upstairs hallway -- the neighbor will not be able to pursue you past the first floor at all. I close the elevator behind me, though I'm not entirely sure that is necessary.

There should have been specific achievements for each act; clearing act 2 in one of the 3 different ways, using the lift in act 1 instead of the wrench, using the wrench in act 1 instead of the lift, viewing the optional cutscene in act 3, finding the hidden swingset in act 3, and solving the many puzzles of act 3. I admit that I'd never solved the globe puzzle before v1.7, as well as the red key puzzle, despite beating the game. Everyone always throws a shoe at that switch, or clips through the cover and flips the switch, instead ofactivating all of the hidden buttons in the room and lodging a shoe in the switch so that it doesn't turn back off when you hit the button.

Oh -- they should also make it so that any object that is thrown into the small room in act 3 (where the magnet, key, and room switch are) will end up in the lost and found. Otherwise, just about anything thrown in there is lost, including the magnet.

There's still the magnet room (everything magnetic can get stuck to it from the outside, like under the room, or by the tracks), and the water room (the walls on the outside of this room splash when you touch them).

There are wall clipping bugs. You can easily clip your head through the wall to see out of bounds (crouch and look up, or stand and look down at an angle) -- and even grab items through the wall. I suppose this also counts with placing objects in walls.

The purpose of the golden apple. Before the full version, the golden apple had a purpose. Now, it just seems to be part of the grand easter egg hunt in Hello Neighbor that awards achievements.

The invisible cylinder in act 1, just in front of the neighbor's mailbox. I'm not sure why there's an invisible cylinder there, if it serves as some sort of easter egg or has any actual purpose, but it's there.

The planks in fear darkness. http://steamcommunity.com/sharedfiles/filedetails/?id=1250443535 They fall down, making it harder to flip that switch. As long as you have something to throw, it's fine -- but I don't think those planks should fall.
I'm sure they will fix these bugs in separate patches. We have to make them see this discussion
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Date Posted: Dec 30, 2017 @ 12:45am
Posts: 34