Hey All, The team wanted to showcase some more gameplay from the new version of the game. In the video you see the player, you guys, approach the room through a corridor. These corridors essentially serve as little rest areas in between combat. They will also have a little mini r
Hey All,
The team wanted to showcase some more gameplay from the new version of the game.
In the video you see the player, you guys, approach the room through a corridor. These corridors essentially serve as little rest areas in between combat. They will also have a little mini radio mission brief from you team leader.
As you turn the corner you are immediately confronted with enemies from the left, front and right. You will also notice there are exposed areas from the floor above that will allow enemies from above to shoot at you. However, you can also shoot at them through those same holes. So pay attention for any tactical advantage.
An important point to remember, even though you have unlimited magazines, it is super important for you to reload often. You do not want to find yourself in the middle of heavy gunfight, and then all of sudden you hear the click of an empty magazine instead of the bang of a bullet.
Next. As you can see in the video, once the player clears the initial area, they then progress through the room and find themselves in the next challenging area. There are stairs that go up the second floor, and there is also a hallway to a second set of stairs. However, as you walk to either of the stairs you are now out of cover and have become extremely vulnerable.
Remember, in The Math Problem Killer, you only have to get shot once, for the entire combat encounter to reset.
Lets get right to the point....the math is out! As we played through the game, we kept feeling like something was missing. And that something was gunplay. So we decided to completely overhaul the game and transform it into something pretty cool. Something like this..... This is f
Lets get right to the point....the math is out!
As we played through the game, we kept feeling like something was missing. And that something was gunplay. So we decided to completely overhaul the game and transform it into something pretty cool.
This is from the first room in the first dungeon. It is pretty intense gunplay. As you can see the enemies deal 100% damage. So if you are hit, you will die and respawn at a checkpoint that is placed at the beginning of the combat encounter.
Which means, that you must clear the entire combat encounter, without getting shot once in order to reach the next checkpoint.
alright lets backup a little bit and tell you what we have done...
1. We added intense gun combat. The player now has a silenced task force issue pistol. Your pistol now has 9 rounds per magazine, and you have unlimited magazines. (we tried giving a limited number of magazines, and having the player find more throughout the level, but it just was not very fun. So you have unlimited magazines. But you will still run out of ammo and need to reload).
2. Your pistol has aim down sights, as well as a lean right and lean left mechanic. This is to encourage the player to take cover and peak around the cover. Enemies cannot see you when you peak around cover, so you should use that often. It is also pretty dark in the dungeons, so we added a flashlight to the pistol. Enemies cannot see the light of the flashlight, so you should use it often. Finally, the pistol is the only weapon you will have during the chapter one and chapter two missions. We are going to introduce a submachine gun, assault rifle and shotgun for later chapters, but for right now, its pistols only.
3. We also radically redesigned the level layouts. The original layouts did not really work for gun combat, so we had to expand them quite a bit. There are now a lot of enemies in each room, and each enemy does 100% damage to the player.
4. The rooms are connect by a short corridor. These corridors serve several functions, the first is for loading and unloading levels, the next is to give the player a slight break before the next combat space, the third purpose is to have a safe place for the player respawn. So the checkpoints are placed in the corridors as well. And finally, its also where we have added some short audio intelligence briefs from your superior agent about the upcoming level.
5. We updated and changed the cinematics. and we recorded new mission briefs and mission debriefs.
6. Like we mentioned at the beginning, we completely removed the mandatory math problems. The recordings left by the serial killer containing the math problems are still present in the game, but they are entirely optional.
7. The locked doors no longer require the player to solve a math problem in order to open, instead, the player needs to find a key that is located somewhere in the room. The keys are pretty obvious. They are floating glowing rectangles with exclamation marks above them.
8. We completely updated the main menu. There are now place holder options for future content. The current build only has chapter 1. However, we intend to add 4 more chapters, as well as an additional "get to the hostage before the time expires" campaign.
9. Finally, we added an options menu with graphical adjustments to decrease or increase various graphics options. The game can be pretty graphically intense, so if you are having trouble, then head to the options and just lower the settings. The game still looks good on the lowest setting.
And that concludes all of the updates for The Math Problem Killer. The team really likes this new version of the game. It is really fun, and we hope you enjoy it.
here is some gameplay from the first room of the 5th level.
- Add intense gun combat; the player now has a silenced pistol. The pistol has a magazine of 9 rounds, and unlimited magazines. - Added aim-down-sights (ADS) mechanic for the pistol. - Added a lean right and lean left mechanic. The player can lean around walls in order to shoot.
- Add intense gun combat; the player now has a silenced pistol. The pistol has a magazine of 9 rounds, and unlimited magazines. - Added aim-down-sights (ADS) mechanic for the pistol. - Added a lean right and lean left mechanic. The player can lean around walls in order to shoot. Enemies cannot see the player when they are leaning. This is to encourage a more tactical playstyle. - Each level has been redesigned for more enjoyable gun combat spaces. - Added a flashlight for the pistol. - added audio briefs from a Senior Agent in between rooms that will give that player valuable intelligence about the upcoming room layout and enemy composition. - Updated each level's introduction cinematic and ending cinematic, including changing dialogue/audio. - There are multiple enemies in each room of the dungeon that will try to shoot the player on sight. - Each enemy shot does 100% damage on the player, so if the player is shot once the player dies - Added a respawn and checkpoint mechanic so the player will respawn at a checkpoint at the beginning of each room. - Removed the mandatory Math Problems. The recordings from the serial killer containing the math problems are still present in the game, but are now entirely optional. - The locked doors no longer require the player to solve a math problem in order to open, instead, the player needs to find a key that is located somewhere in the room. - updated the Main Menu - Added placeholder options for future patch updates; currently only Chapter 1 of 5 is available. Chapters 2-5 will be added in upcoming patches. - Added options menu with graphical adjustments to decrease or increase various graphics options.
The Math Problem Killer is a disturbing adventure in the mind of a math obsessed serial killer. The below video is gameplay from the final room of the 2nd level. Throughout the game the killer will taunt and belittle you. Remember, he wants you to fail. He wants you to enter the
The Math Problem Killer is a disturbing adventure in the mind of a math obsessed serial killer.
The below video is gameplay from the final room of the 2nd level. Throughout the game the killer will taunt and belittle you. Remember, he wants you to fail. He wants you to enter the wrong answer into the keypads and kill the hostage. Dont let him win!
The below video is gameplay from the 4th room of the 3rd level. Each room will contain unsettling and disturbing stories. And hidden within these stories will be numbers and data that you will need to answer the math problem that will open the door the next door.
Lets go through the equation together. You will notice that the killer wants you to start with the time he entered the Hanson's house.
If you go back to the first recording, you will notice that he says he entered the hanson house at 12 oclock at night. So the first number in the final equation is 12.
Next, the killer wants us to multiply the first number by Brittany Hansons' age. If we go back to the second recording and listen, the killer informs us that Brittany Hanson was 44 years old. So we can now update the equation to be 12x44.
Finally, the killer wants you to next multiply your answer so far by the number of seconds it took to bound and gag Brittany Hanson.
If we again go back to the second recording and listen, the killer tells us it took 18 seconds to bound and gag Brittany.
So now we know the final equation is 12x44x18=3024
Now all you have to do is walk to the next door and enter 3024 in the keypad, and you will get one room closer to rescuing the hostage.
This game has alot of unsettling and disturbing stories. The main component of the game is listening to recording devices created by an insane serial killer obsessed with math. The below video is from the 8th level of the game. In this level, the Math Problem Killer has followed
This game has alot of unsettling and disturbing stories. The main component of the game is listening to recording devices created by an insane serial killer obsessed with math.
The below video is from the 8th level of the game. In this level, the Math Problem Killer has followed a Serial Killer Task Force Agent home and abducted the agent's family. (He also killed a bunch of other people in the level, but we will focus on the agent and his family for now). This is in reprisal for increased Task Force attempts to capture the killer.
Throughout this level, and throughout every level (all 11 of them) you will hear creepy and disturbing stories. For instance, in the second half of the above video, the recording on the wood pole with the face, references several women. This is referring to when the killer attacked the agent's home and grabbed his wife and daughter. You must deal with the this in an earlier room in the dungeon.
The whole point, is that when you enter the Math Problem Killer's dungeons, be prepared to hear unsettling and disturbing stories. But also remember, that you are a Task Force Special Agent. You stand for justice and you are on a rescue mission. So do not be swayed by the killer's emotional rants. Stay aligned with the facts and the logic. Solve the problems. And get that hostage out alive! Good Luck!
In seventh week of the investigation, (the 7th level of the game), the math problem killer spots a girl and follows her home. It turns out she has two other roommates. The Math Problem Killer decides to hunt down the other roommates. The killer ultimately kills two of the roommat
In seventh week of the investigation, (the 7th level of the game), the math problem killer spots a girl and follows her home. It turns out she has two other roommates. The Math Problem Killer decides to hunt down the other roommates. The killer ultimately kills two of the roommates, but leaves one alive and locked inside a booby-trapped box. You mission for the 7th level is to rescue the third roommate. Along the way the killer will brag about his exploits and tell you disturbing stories how he tortured and murdered the other roommates, as well as their neighbors and boyfriends.
The below video is a puzzle from one of the rooms in the 7th level.
The video showcases what you will need to do in the game; 1. Listen to all of the recordings. 2. Determine what information you need to find the code to the door. 3. Combine the relevant date into an equation and solve it. 4. Enter the code into the next door and proceed deeper into the dungeon.
This is a detective style puzzle game. You must sort through the information and find your way to the hostage at the end of the dungeon!
Special Agents! We are only 11 days out from launch. Its time! Let me set the stage. A vicious killer is stalking the streets, and murdering people. The city of New Columbia is powerless to stop him. They contact an elite Serial Killer Task Force, and ask them to come to the city
Special Agents! We are only 11 days out from launch. Its time!
Let me set the stage. A vicious killer is stalking the streets, and murdering people. The city of New Columbia is powerless to stop him. They contact an elite Serial Killer Task Force, and ask them to come to the city to help capture the killer. You are part of this task force.
However....as soon as the Task Force arrives, the math problem killer contacts the task force. He says he has taken a hostage, named Bethany Morgan. The Killer then provides the location of the hostage, but he also says that only one agent may enter the facility to attempt a rescue. The Serial Killer Task Force leader chooses you as that one agent to go inside.
This is where the game begins. The video below is the first room of the first mission of the game. In the video you will find 5 recordings left by the killer, and a locked door at the end of the room. You must listen to his creepy recordings, and then solve the problem in order to open the door and proceed deeper into the dungeon.
A message is received by the Serial Killer Task Force. Another innocent has been abducted, and another location as been revealed. This time it is Ashley Davis. The rule is simple. One agent may enter the location and attempt to rescue Ashley. The Crisis Negotiation Unit (CNU) is
A message is received by the Serial Killer Task Force. Another innocent has been abducted, and another location as been revealed. This time it is Ashley Davis. The rule is simple. One agent may enter the location and attempt to rescue Ashley. The Crisis Negotiation Unit (CNU) is contacted and you are the agent that is chosen to make the attempt. After a quick briefing about the location and a few cursory details about Ashley Davis, you enter the dungeon.
You walk down a short narrow hallway, turn the corner and see the wood figure that you have seen before. You approach it and press the play button on the recording device attached to its torso.
This is interaction is going to be typical of gameplay. Although in addition to find recordings attached to the wood figurines, you will also find recordings spread throughout the various rooms, as well as writings on tables and walls. You will need to piece together all of the clues to discover the final door code.
Now a look behind the "game-dev" curtain.
We have actually changed a few things.
1) the first was the voice. In previous videos (which you can see on the math problem killer Youtube channel, as well the Bejamru Studio twitter/X account), you will notice the voice was slightly different. We have been experimenting with making the voice a little more intimidating. We also added a little reverb to accentuate the fact that his voice is bouncing off the narrow wood walls and floors. Let us know in the comments if you think the older voice was better. We would love to hear your thoughts!
2) The second change is the killer's overall disposition. The initial concept of the killer was someone who was a little more stoic and methodical. However, after we played with some dialogue, we soon discovered that a more adversarial killer, who would verbally accost the player and disparage them, was more interesting. Again, we would be super interested to know your thoughts! Should the killer be stoic and methodical, like a Hannibal Lecter type, or should he be more like we have him, as a deranged serial killer?
The pattern of the Math Problem killer is consistent; 1) Abduct a young woman, 2) Kill her social circle and family, 3) Torture her, 4) Place her in a locked metal box in a dungeon, 5) Contact law enforcement and tell them the hostage location, 6) Allow one agent to enter facilit
The pattern of the Math Problem killer is consistent; 1) Abduct a young woman, 2) Kill her social circle and family, 3) Torture her, 4) Place her in a locked metal box in a dungeon, 5) Contact law enforcement and tell them the hostage location, 6) Allow one agent to enter facility
As you play through the dungeons of The Math Problem Killer, you will find that he populates his dungeons with victims. All of these victims are connected to the hostage in some way or another. They may be work colleagues, neighbors, roommates, family members, etc.
The above video is an example of the killer murdering the friends of the hostage. Although it is not explained in the video, Charlie and Christina Smith would be close friends of the hostage. One of the sadistic attributes of the killer, is that he brutally murders everyone that is close to the kidnap victim, so that even if the hostage is rescued by the agent (you the player), the hostage is still psychologically destroyed by the experience. This element of the psychological warfare the killer employs, becomes a theme throughout the game.
In the main game, you would walk around the room, and collect multiple recordings. Each recording would go into grisly detail about how the killer stalked and murdered the friends and relatives of the hostage.
One element that is not common in the game that is present in the video is an actual equation written on the wall. That was made for the video to help explain the mechanics of math problems and how the facts fit into an equation. There are only a handful of instances throughout the game where an actual equation is written on the wall. In most other instances, you will need 1) to find the recordings, 2) listen to the facts, 3) identify the important facts, and 4) craft the equation yourself.
It is important to remember, that the Math Problem Killer is a game that places a high value on critical thinking. That is about it for now.
Special Agents! Jennifer Grimble has been abducted, the task force has received the location of the facility, and you are going in. It is time to think critically! ok, well...maybe not. Jennifer Grimble is not in the main game, this problem is just to get the math juices flowing.
Special Agents! Jennifer Grimble has been abducted, the task force has received the location of the facility, and you are going in. It is time to think critically!
ok, well...maybe not.
Jennifer Grimble is not in the main game, this problem is just to get the math juices flowing. Additionally, It does not have the gory details that you will find in the main game. but it does have a similar flow to the word problems you will find in the main game. Think of these videos as the Chex Quest version, whereas the main game is the original Doom. (Those are old school references for the true gamer)
The above video is similar to some of the introduction/mission briefing videos you are going to see in the main game. One of our favorite components in single player games is the mission briefing. In The Math Problem Killer, we wanted to create a cool cinematic mission briefing before each mission. Something that sets the stage and gives the situation and people involved a little gravitas. So when you play, before each mission, you are 1) going to see the killer's video informing the Serial Killer Task Force of the hostage location, and 2) you are also going to get a location briefing from your Supervisory Task Force Agent. This briefing will basically tell you some details about the location, and some details about the hostage in question. Now these briefings will not be super long. Just enough to set the scene and tell you who the players are.
This video is an example of the recordings you are going to find when you traverse the dungeon. However, unlike in this video, where the problem is in one long continuous audio file. In the dungeons, there will be multiple recording devices left by the killer. You will need to find all of the recordings, then piece together the relevant data.
The one key distinction from the second video and the main gameplay, is there will not be any white text creating an equation to solve. That was simply done for the video to help the viewer understand how the mechanics work. i.e. the killer tells you facts, then tells you how the calculate those facts. In the real game, you will need to do that yourself. Part of the fun of the game, is picking out the relevant information and applying it to the equation.
Once you have the number. You will need to enter your solution into the keypad of the room door.
And remember. There are no second chances in this game. You are either right, and the door will opens, or you are wrong, and the hostage dies. Think carefully Special Agents!
Welcome to the Serial Killer Task Force Special Agents! The Task Force has pulled "Case File no. 87596 - Priscilla Baker", for you to review. This is one type of problem that you might encounter when you enter one of the Math Problem Killer's dungeons. Thank you for following the
Welcome to the Serial Killer Task Force Special Agents!
The Task Force has pulled "Case File no. 87596 - Priscilla Baker", for you to review. This is one type of problem that you might encounter when you enter one of the Math Problem Killer's dungeons.
Thank you for following the game, and joining Bejamru Studio on the journey to release 'The Math Problem Killer'.
We are not going to mislead gamers. As gamers ourselves, we hate when game companies do that. 'The Math Problem Killer' is unique in that is primarily a math game. At the core of the game you essentially walk into a room, solve a math problem, then walk into the next room. There is no combat, it is nothing but math word problems. However, what sets this game experience apart, from a basic math quiz, is the crime thriller story that we have constructed around the game. Each math problem is told by the killer about how he kidnapped, murdered, and tortured various individuals.
For example, in each level, you are trying to rescue one hostage. However, the killer has often killed every person surrounding that one hostage and bases his math problems on those kills. We tried to make the math problems as creepy as possible.
Here is the game's setting....
The game takes place in the fictional city of New Columbia, where a vicious serial killer is abducting and murdering people. The local authorities ask for help in capturing the killer and an elite Serial Killer Task Force arrives to hunt the serial killer down.
The Serial Killer soon begins contacting the Serial Killer Task Force and providing the location of the hostages he abducts. The killer says the task force may send one agent, and only one agent, inside the facilities to rescue the hostage.
You as the player assume the role of a new agent in the Crisis Negotiation Unit (CNU) that is part of the Serial Killer Task Force. You are the one agent that is sent inside those facilities. Each level, and there are 27 of them, constitute one-week in the Serial Killer Task Forces' six-month long investigation to find and capture the elusive and deadly killer.
So as we finish this update there are 2 important things to take away. 1) This is a math game where you solve super creepy and disturbing math problems. 2) There is a really cool crime thriller story woven throughout each level and the entire game, that will make you want to player the next level.