The Gaming Blender

Till Death - Haunting the Sims!

January 10, 2024 Matt Culmer Season 1 Episode 55
The Gaming Blender
Till Death - Haunting the Sims!
Show Notes Transcript Chapter Markers

Fancy setting us a gaming challenge? Get in touch here!

Ever wondered how it feels to step into the shoes of gaming's most notorious villains? Well, folks, that's exactly where Scott and I kick off the New Year at the Gaming Blender – pondering what it would be like to design a horror game where you are the ghost!

Now, picture yourself as a mischievous ghost, toying with a virtual family in a darkly comedic game of haunting. This episode, we unveil our twisted fascination with a ghost-themed action game where strategising your spectral scare tactics is as crucial as it is wickedly entertaining. From petty poltergeist pranks to profound moral choices, we explore how a haunting game could challenge not just your gaming skills but your ethical boundaries.

We also take a critical eye to "Suicide Squad: Kill the Justice League," fuelled by the latest buzz from IGN, and debate how playing as the bad guy impacts our experience. 

Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101

Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Ladies and gentlemen, welcome back to the Gaming Blender. I, matt, am here with my good friend, scott Scott. Hello, hello, Matthew, how are you? I'm, I'm absolutely lovely. Thank you so much for asking that. That means a lot. It does it does. It does mean a lot. I mean, sometimes you just say hi. But welcome to the Game Blender, the podcast of hypothetical video games, where every episode will make a hypothetical video game for you by picking some random mechanics and random genres. We'll go more into it later. But, scott, how is your gaming week been? Gaming New Year? Sorry, happy New Year.

Speaker 1:

It was obviously the first recording we've done in 2024, because my brain, I don't know about you, but you get into this point period of time where you go. What year is it? What day is it? I don't know where I am. Should I be at work?

Speaker 2:

Well, we're both old now. So you know, it's you just kind of all the years just sort of blending into one another and you sort of forget your name and where you are and why you're there.

Speaker 1:

Well, it's a nice. This year is a nice year because all of the numbers add up to the final number. What?

Speaker 2:

Oh, yes, of course. Yes, they do.

Speaker 1:

I don't know why they just appeals to my little, my little, slightly slightly strange brain. They're just just just nice little tidbit it appeals to your OCD.

Speaker 2:

Yes, which is actually my mail OCD.

Speaker 1:

Praise the mail OCD.

Speaker 2:

Quite In terms of, in terms of gaming. I've actually been away. I've been. I had the joy of going to Disneyland, so I have not really been, not really been in the chair, as it were. In the chair, we all had to go back to work this week. Listeners, I do apologize that you also had to go back to work. It is rubbish, so no, nothing. What about you?

Speaker 1:

I was. I was away, but I've sort of come back and I've I I brought my switch with me, which meant to go to play a lot of them sort of Zelda bits and bobs on the move, and then I came back and played a lot of playing with a spider-man recently, which is fab. I think I've been doing lately, actually trying to catch up on gaming news, because generally, what happens? You have this period of time where you don't have a huge amount of games released, but there's a lot of sort of news and things popping up and people want to set their sights ready for 2024. Now that the game awards are out of the way, they're just saying frightened. We've got X, we got Y, and I mean one one I sent you a video of earlier was about killed the Justice League, wasn't I?

Speaker 1:

Yeah, that was a night, didn't I? Yeah? And the title of the title of the video is by IGN and I advise you go watch it. But we'll say some bits and bobs here. The title was we played it and we didn't like it, which, which was literally the video title. What was actually extra funny Sorry to just keep rambling on and keep stealing the limelight is that because of the way that cookies work on YouTube. I pressed play on this video saying we didn't like Suicide Squad kill the Justice League and because the way YouTube works, I immediately got an advert for Suicide Squad kills the Justice League, before then it cutting to the actual video where they went yeah, we don't like it, so any good.

Speaker 2:

Yeah, I mean. So if you're getting a bad review from IGN and I generally usually, quite, usually, quite kind I would say that they're quite, they're quite kind of thing. Anything below a seven is sort of near. Yeah. If I get a telling you your game is bad, your game's probably a bit bad Because, like I said, they asked.

Speaker 1:

I think what was interesting about the video was interesting about the video is that the bloke just didn't gel with it and it was quite interesting that it was said like none of it's badly made and I won't give away any spoilers here but he, he also, and I thought this was actually a really interesting point because he said it's all well made. But he said morally the story is really great, like, which I didn't mind as first thing because it's killed the Justice League. But he did say I'm a bit worried because they seem to have jumped off the rock, steady, quite, quite honest to comics, honest to comics Batman series and thrown in this very, very lots of people dying, lots of things going wrong, and it doesn't really feel connected anymore, which I thought was an interesting point. And he said there are some really moral gray areas that made him feel a bit uncomfortable. Again, I won't say them here.

Speaker 1:

Go watch the video if you want to know what they are. It's got to do. Did you watch that far in the video? I know you watch bits and bobs. Do you know the bit I'm referring to? Not the bit you're referring to now.

Speaker 1:

Okay, I'd rise, go and watch it. It's interesting because morally, as I said, I like the fact that they're trying to earn risky, it sounds like with the story, but if you are bouncing off it going then maybe that's not the thing for you.

Speaker 2:

Yeah it's difficult with. There are some people that what that love the freedom of just playing bad guys and making decisions that they wouldn't make in real life, but I mean.

Speaker 1:

I'm not one of those questions. The core narrative, this is the thing. It's not. It's not the player making action or say, if you GTA and you're just using it as a sort of sandbox, this is the core story and making. I mean it's an interesting question at what stage does a game make you go and you recall, and what stage do you disconnect from a narrative? But I think if you're playing as characters who are making despicable decisions there is it's a really hard line to walk and I think the most successful game of doing it is the Last of Us series, because it encourages you to be repulsed by your, the person you're playing as. But that is a deliberate narrative choice. So I think it can work, but this person that was doing the preview of this game definitely didn't like it.

Speaker 2:

Yeah, yeah, and that was very obvious by what he said We've done, we've only done five and a half minutes of rambling, which is which is all right. We haven't normally run around any.

Speaker 1:

You're keen to do it because I'm hosting this week. You're keen to create a game? I can sense the creative juices flowing from you to create something that doesn't work.

Speaker 2:

Yes, no, please always tell me what I have.

Speaker 1:

I want to know, so I have. So, ladies and gentlemen, the way this works, is I grandmaster of fates? Muse to the gods Great guy all around what? I've done not the oblong I have rolled a few.

Speaker 1:

Yes, yes, I have rolled a few die and based on these die, scott will be given a genre of a video game, some video game mechanics, and he will try and blend these together to create a video game. And then, once we're done, we will do the same for a narrative. So we essentially grow, bar in the narrative into our game and we make, come out with a fully fledged game which will also name at the end, and someone will listen to this one day and they'll get made and we'll make loads of money, maybe. So do you want the money? Oh yeah, probably. Probably not all the die I've been rolled, scott, the die as Caesar would say, have been cast. Would you like to hear it in bit bit pieces or would you like to hear the whole thing as one big chunk of information that scares you off?

Speaker 2:

I would like everything at once, so it makes me run away.

Speaker 1:

I will say the numbers you drawn and then I will rewind and say what they mean. So for genre you drew 20, not you drew number 30. For first mechanic, you drew number 25. And the second mechanic, you actually drew number 26. Interesting.

Speaker 1:

So the number 13 numbers, so 13. So your genre of the day is horror. Okay, number 25,. Your first mechanic is point and click adventure. So by that that's a very old we're not pointing clicker edges, point and click. So this is one of those sort of games where you have, like, maybe, an environment and you don't necessarily navigate through it. You click on an area and it reveals something about the. So the old adventure games like Monkey Island, that was pointed click. You click on something and your guy would go and investigate it, that kind of thing. Okay, and the final one was a life simulation, aka the Sims. Oh my gosh, that's horror combined with Monkey Island, essentially, and the Sims. Okay, would you like to phone a friend?

Speaker 2:

How rigid are we going to be appointed? Click Because to me, something like the Telltale series has an element of point, and click in it because you don't really do a lot of moving per se.

Speaker 1:

I think you can freshen up the idea. You can say you move into an environment and then the point and click takes over. I don't think you necessarily have to say that that mechanic is locked in. I think say, if you were doing it and this is hypothetical, like our podcast if you were doing a game, like a detective game, and you said to me, every time I move to a crime scene it becomes a point and click, that would be acceptable. So that's the sort of realm of fantasy we're operating in.

Speaker 2:

Interesting. Okay, I have a small idea. Could it be a big idea? It could be, it depends how well you think it is an idea. We could flip horror on its head, because horror is usually horror being inflicted upon you. But say, for example, a haunting. You're the player in the house and the house is haunting. Ghost is haunting you, for example. What if you flipped on its head and the players play as say, for example, if it was like a game like Phasmophobia, where there are lots of different spirits and ghosts and all that sort of stuff, but the players play as the ghost or the poltergeist or whatever, and the life simulation is you are simulating the life of the, you are simulating the experience of the ghost.

Speaker 1:

Okay, well, how about this? To build on that? You can say that, but what you can also say is each scenario you're given a new house with new occupants and you have to learn their life and you can influence them and you can change things. Say, you learn one of them is an author and you go right, I know he's going to go to the study between 10 am and 4 pm. I'm going to scare him and essentially stop him going to the study. Oh, this is where the horror comes. This is the opposite of life simulation. What you can do is you can choose to ruin their simulation. You say say, if someone is an author, you make him keep, you keep destroying his work and cause him to misdead. I mean, this sounds incredibly dry, but it'd be quite funny watching that. You cause your haunting, cause the downfall of a family. This is dark.

Speaker 2:

I think you could. You could be quite, you could play around with this as well, because you could. You could, as the player, decide what sort of ghost, spirit, poltergeist, whatever you want to be. So if you want to be a like murderous wraith that ends up essentially torturing and like I mean like more, like psychically torturing a family and then eventually killing them, fine, fair enough.

Speaker 1:

If you just want to be like peeves from Harry Potter and just really, really annoy them, that would be because that would be the one sort of funny one like is, in what you're trying to do, you'll say yes, say you are an author. Every time you left the room leaves the room. You'd reorganize the pages and that's the point and click element.

Speaker 2:

Yeah. Or say, for example, you know this particular author has finally pressed print on the copy that's going to the editor and you like replace all of the white paper with pink paper. Or do you know what I mean? Like some fun, something really silly, that would be really really annoying or change it.

Speaker 2:

I like that Like pages round or something and then. But then you could do it. So yeah, like you said, you're different scenarios, different families. All the families are different compositions. You know some have children, some don't. Some are old, some are young, some are middle-aged, etc. And they all have different aspects of their lives. You know, some of them work, some of them don't, some of them have specific hobbies and all sorts of stuff and you can spend time as the ghost basically studying them.

Speaker 1:

And I think what you've got to do, though, for this is you have to, like every good horror movie, implement rules. So I think the limitation of this is you can't be a sadistic killer. You can't be, you have to. You can drive the family to whatever ends they choose, but it's like the skill of your haunting defines the ending. So you can't physically yeah, you can't physically attack them. What you could do is you could just like, for example, you go okay, this family setup I know they lost their child, so I'm going to appear as a child or whatever it is. So you could be very, but you're driving them to madness, you, but you're not influencing it directly, you're having control and you're watching their routine to get that's the bit that, that's when they're struggling. This will really create a matter of I do this, but I don't. You can't be that killer, serial killer. Go like the nun, for example, because that just ruins it. So it turns into an action game. It's got to be some thought here.

Speaker 2:

Could you, could you do it so that each time, each time you are I don't know how you do this in terms of generation, but say you, say you get generated as a, as a, you get to decide what, what your ghost looks like, whatever, and you know your home gets generated with the people. Will we saying that the players get to choose what their goal is, or is the game going to give them a goal? So what I mean is that these people are moved into this house. Is the game going to turn to them and say you need, you need to get them to, you need to basically drive the family mad, as in actually mad?

Speaker 1:

I think actually that's a good idea. You have these goals at a set and then you could almost have I mean, it seems weird to say it, but you could almost have a sandbox mode where it's like just do what you want, just do what you want, scare them how you will, but I like the idea of youth, of them saying right, could you break up this marriage?

Speaker 2:

Or could you? I was literally just thinking that, yeah, could you break up this marriage? Could you drive?

Speaker 1:

drive you to? Yeah, could you drive them to move out, could you? But I think there is a there's good scope for this. Could you force them? Could you really force?

Speaker 2:

them. Could you force them to commit murder?

Speaker 1:

Yeah, I think you could. You could shining it essentially.

Speaker 2:

You can do. There's a lot you can do with this. You know you couldn't yeah.

Speaker 1:

It's a sadistic little game. This is it's really sadistic.

Speaker 2:

I know, but I think it would be really fun.

Speaker 1:

Oh, I think it would be really depressing. I think it'd be like what did you do today? Life simulation. What did you do today, pete? Oh, I appeared as their dead daughter.

Speaker 2:

Oh, I'm a fatty. Yeah, I'll be. Yeah, that's a difficult one.

Speaker 1:

I like the idea maybe, of you as a ghost watching their routine and going right, okay, he does this, she does this, they do that and they go around and you go right, I'm going to. She is alone in this period, so I'm just going to haunt her at this period for the next few days, so people will think she's mad because there are no other witnesses, and then I can keep targeting her and then I can move over to him just when she thinks she's okay. I'm going to go back to the dichotomy of build. Do you remember the? To go back to Rocksteady, actually in the Arkham games, where you'd be funcating a group of baddies in an area and you pick them off one by one and you'd have their heart rates as they got more and more scared. That's the kind of sort of. This is sort of a grander scale, more chess-oriented version of that, where you're sort of driving them slowly wild.

Speaker 2:

How far can you push a human being before they crack?

Speaker 1:

I just like the idea. It's like oh, she spends ages picking her outfit to go out to this famous dinner party. What happens if I just appeared in the wardrobe? Or what happens if I, like started? What happens if, every day, I take away one of her set dresses so she runs out?

Speaker 2:

So the so you could be really, really peevish about it and just be just a general nuisance. Like the person that goes into work and moves someone's desk a centimetre every single day until for like an entire, like two months, and then it's like two feet to the left after two months, like how did my desk get over there?

Speaker 1:

So the point and click you can do with this also is you can almost as you enter a room, you have all the options which you can literally just point and click on, but you have a. There's almost a set up time. You can't set up for your horror while someone's in the room, so you have to be watching them and going okay, right, quick, they've left the room, jump in and get. Jump in and change the paper to pink.

Speaker 2:

Yeah, and you could do it so that you, you, you put an element of time in it in the you know someone leaves the room. They might give you, you know, you could give them, like, right, you have, you've got 30 seconds before they come back in the room. What are you going to do?

Speaker 1:

And then, I think that's when you watch. You watch their routines and you go. I know that he has a X amount of time shower.

Speaker 2:

Yeah, I know he takes this long to pee. Yeah, I think we've got 20 minutes. Yeah, yeah, I. I think this could be very funny and yeah, they're quite dark, but I think people would have quite a lot of fun with it.

Speaker 1:

You know what could ruin this, though. What the plot I know. So we have, ladies and gentlemen, for a few A fun game.

Speaker 2:

But then the plot's just going to be like for a bit of love for something awful.

Speaker 1:

Yeah, so right. So if you haven't reached this point before with us, well, thank you very much for sticking with us. However, this is the point where I will pick out fire dice, roll a plot for Scott to use it. So this is a generic plot and it's got a sort of generic blurb, and I've rolled the dice again. There's one to 19. What do you not want, scott? What do you not want? What would ruin your?

Speaker 2:

day Probably forbidden love. There's not much I can do with that.

Speaker 1:

That works for ghosts. That works for ghosts because then it becomes a revenge story. Forbidden love across death, across planes of existence.

Speaker 2:

Yeah, yeah, I guess Go on. Then what have I got?

Speaker 1:

Yeah, yeah, you got temptation. Oh so this is a sort of idea of being tempted into something, and it could be the downfall of hubris in terms of being tempted into your actions. But this don't know how it fits into a ghost. It's sort of a bit of a square piece in a round hole.

Speaker 2:

That's an interesting one.

Speaker 1:

Although you could do a poltergeist, their temptation is always to the template with human lives, but I feel like we've got to do something a little bit deeper.

Speaker 2:

Yeah, interesting.

Speaker 1:

Could you? I have an idea we can frame it around. Sorry, Just something. We can frame this around. Have you seen I assume you haven't seen the film Ghost Story? No, no, it's a good film. The idea about it is one. The characters pass away, becomes a ghost, but the ghost is tied to the house and the area and obviously the go-through generations of life and the people you were actually originally haunting have gone, so you're now just there. So what you could do for levels is you could have your character pass away in. You could do it as old as you wanted, and then each level is as your house is built on and developed, so you could go from like an old Victorian house to a brand new modern build of flats that replaces it. So you can have this idea of this ghost living in this area for a long time, rather than just suddenly appearing in a house. You are you. You predate everybody else there.

Speaker 2:

Interesting. How about? Okay, how about this? So what we could say is that so most people, most people who believe in Ghost, Believe that ghosts are in limbo and they can't, they can't, pass on to the next world.

Speaker 2:

What if we say that when you're in limbo, is it, in this case, lovely town just outside Slough? If you're in limbo and you're a ghost, if you so you are, as you get old, as you get on in years, as a ghost, let's say. Let's say that you're able more and more to interact with the physical world until you get to a point where you can actually kill people. And the temptation being a ghost is that you want to kill people because you're a ghost and you're pretty mad about being a ghost. But we could say that the idea is that if the the sort of the for for ghosts, they're allowed to eventually pass on if they get to a certain point and they haven't killed someone. And we could say that as the years go on, it gets harder and harder for the ghosts to keep people or to keep people out of the house and to make people go mad, if that makes sense. So then they have to resort to killing people. Does that make sense?

Speaker 1:

It does make sense. I don't know whether I like dropping, I don't know whether I like the dropping of the sort of killing people as the sort of rule of making people kill each other.

Speaker 2:

But I like the idea of the resisting the temptation, of struggling with temptation. That was the idea I have.

Speaker 1:

I think maybe you know you're onto something, though, with the whole temptation of in order to pass on to the next life.

Speaker 2:

I'm trying to think if we could change that maybe not the killing of all, but for some of the time, subside murder with some other crime.

Speaker 1:

It could be a secret ending, and, like, the irony is, the more non-fatal, the more non-fatal hauntings you do you get, you do pass on to the next life. That's maybe the good ending, and then the bad ending is an ending where you actually stay and you're doomed to this house forever because you never pass limbo, and that's if you sort of meet a certain threshold. What I'm trying to avoid, though, is, I feel like, in a kind of sick way, the causing the complete downfall and causing people to go so mad that they end up killing themselves is the sort of cringe-worthy joy of the game in a way, yeah, it kind of is, isn't it, do you?

Speaker 1:

don't really want to. And then is that the Maybe. The story is second hand. Then you just have a little joke ending where your poltergeist gets told that they are the Maybe. You could do it as in you sell it as a joke where literally you get summoned to the ivory gates and then the last minute it's like well, no, you're not, you killed. How many of your guests? No, no, no, no, no, we can't have you. And then maybe it's Satan like appears then and goes. But you've done a pretty good job as far as I'm concerned. Welcome to the Ghost Squad. And then we have a song called Ghost Squad, ghost Squad.

Speaker 2:

Yeah, I mean, that could work, I'm sure.

Speaker 1:

I think there's any. I feel like it's a little tacked on.

Speaker 2:

Yeah, I'm just feeling like there's any other way we could do it. I get not wanting to include any sort of murder in it, but maybe the temptation, maybe you are told to avoid human deaths, so maybe you never get asked to. Maybe the game never outrightly asks you to Umm to sort of actually physically get rid of someone by making them heaven forbid committing suicide or something like that, but perhaps Well maybe we play it even more cleverly and subtly.

Speaker 1:

Maybe you passed away with your partner and what you do is your partner is buried somewhere in the house. Well, whether buried, it could be even grimmer than that it could be. She's locked the way you died. She's locked somewhere. Or there's an accident and people are moving into the house. Your instinct is and your character can like literally say this and because she's not passed on as a ghost, you can't find her anywhere. So you get told.

Speaker 1:

Well, your character thinks oh, my god, they're going to hurt her and if they hurt her body, she won't become a ghost like me. So you spend the whole time trying to drive these families out and drive them away, because you are worried about defending your partner, because you're worried that she won't become a ghost like you. And then the temptation is that you keep doing this and you keep defending your partner, but the sort of wider, slightly meta narrative is time passes years and years and at no stage you go hang on, she's not actually come back as a ghost, because the twist, the twist in a way, because she's already passed on to the next life. But you don't know this, your character refuses to accept. And then the temptation is that you keep haunting the humans and you keep doing that and you kind of forget what it's for because it's quite entertaining.

Speaker 1:

So again, it's a bit of a meta narrative, because you as the player are getting carried away and forgetting what the original goal was. And to the extent where the body of your partner can decompose, completely decompose, and there's that nothing actually left of her, and when you revisit her, maybe there's an option where your character realizes oh my gosh, she's not coming. This was all just for. I just was doing this for me. I gave into the my temptation of haunting the, haunting the families. I like it. So it's a little bit sort of dark and I like the idea of forgetting why you're there getting caught up in the sort of fun of the game, forgetting what the actual goal was.

Speaker 2:

I mean in the day, it's difficult to do a non dark horror game. You know, horror games are dark by definition. So I don't think we should feel we should feel sad about the fact that what we created is a chance to torture other human beings, because Maybe you could do a thing as well like the good and bad, there's got a bad ending we talk, we we've talked about.

Speaker 1:

Maybe you have a thing where, after a certain amount of time passes, it's like a secret ending where you can, your character can discover, your character can have an essentially epiphany. This is where the point and click thing comes in. The old point and click things were infamous for having secret and secret things hidden behind, impossible to guess what.

Speaker 1:

If you do the right ending of something right like clicking on the right things, like like you're in a wife's book clicking on it, so there's an order. If you do it one way, your guy realizes that this was all for, this was all because I gave into temptation of humans and stuff like this epiphany, yeah, and if you do it and he then like a big fiery door opens up that he passes through, and then if you do it a certain other way, a very specific other way, then it's more angelic and he's like I, I've regained desk. So you can have a little sort of fun ending that way. But you can hide it quite. You can hide it quite easily in plain sight because they need to get a certain order of things, a very specific order of things.

Speaker 2:

Hmm, I like it, I like it. No I think too much. I think that's yeah, I think we're done.

Speaker 1:

I think we're done. No, we're not. You've got to come up with a name. So I've got to do a summary while you think of a name, because so what we've got here, ladies and gentlemen, is a horror point and click, this life simulator game.

Speaker 1:

In this, in this horror game, you do not play the humans, no, no, no, no, no. You play the ghost. You play the ghost who was involved in a tragic accident with his partner and he hears new people moving into the house. He's in in ancient times or whenever the first level is, and he goes. I must defend her, I must stop it. So when she passes on them, becomes a ghost with me, then then she can. So you're defending it, and you defend it through centuries and you defend it through the ages before you kind of forget. Why are you doing this? You just seem to be causing absolute hell on her for anyone who moves into the house, as much as fully getting them to kill themselves or just changing their printer paper. There's quite a limit. So you do that, and you do that until the end, where you either go up to heaven or hell, depending on your epiphany through your point and click game, and the title of the game is going to be Scott.

Speaker 2:

Well, all I came up with was Ghost House. It's utterly feeble. The ghost I'm terrible at coming up with the names, as if you, if you rewind all the ones, I have to come up with the names. Listeners, you'll figure out that I'm terrible at coming up with names. Yeah, any inspiration, I mean. I mean you want, you want Poltergeist, poltergeist. I am the.

Speaker 1:

Poltergeist, I am the Poltergeist. You could call it the other side.

Speaker 2:

Yeah.

Speaker 1:

Yeah, or so the other side.

Speaker 2:

I feel like it's a little bit cliche.

Speaker 1:

Between places it's not quite as scary. I don't know. I feel like it's going to be scary or sort of like create. I've once called it something bit darker.

Speaker 2:

Massacre is quite a dark game, driving madness.

Speaker 1:

Driving madness sounds like a burnout game. It does sound like a burnout game Driving madness.

Speaker 2:

Driving madness.

Speaker 1:

I think we should call it something like I mean, till death is my first one, but I'm sure that is something already. What till death? Yeah, till death. I'm sure we called one till death already. Have we Is in till death two as part.

Speaker 1:

No I don't think so. You sure We've done 55 of these. It doesn't sound like we've already done, does it not? Do you like till death? I like till death, till death. Okay, well, we're going to go with till death and then listen as if we have done it before. Send us angry emails. You will find our email in the notes of the podcast. Please send us an email if you would like us to set us a challenge or include something very specific in our next episode. We are more than happy to be set little challenges and please leave us a review if you enjoyed the episode and go and check out the other episodes, because we're still there.

Speaker 2:

And also, if you don't like our feeble attempts to name this episode, please write to us and tell us a better name.

Speaker 1:

Send me an email.

Speaker 2:

Send me inspiration, because I'm useless at naming things apparently.

Speaker 1:

Maybe that's one thing we do with the community is we just have a sort of naming session where they rename all of the games we tried to name. That's probably a good idea. They'll probably come up with a lot better ones than we did. I know this one might call Kenneth. Of course you did. Anyway, thank you so much for listening and coming with us right to the end, to the end, to the end, till death, till end of podcast. I have been Matt and I have been Scott. Have a lovely start to the new year, enjoy 2024, which adds up perfectly, and keep blending. Bye now, bye.

Horror Adventure With Life Simulation Games
Creating a Sadistic Haunting Game
Brainstorming a Game Title
Naming Games and the New Year