FD Game iPhone Demo

FD Game iPhone Demo

My game has been Android-only, so iPhone folks have had no way to try it. Until now. There's now a playable demo that runs right in your browser, including Safari on iPhone. Nothing to install.

The game is all about the environment out to get you and your choices helping or hurting you. Hazards combine and chain into each other, you can take action, keep to yourself or even gaslight the visionary, and you're trying to out-think a Design that wants yo ass dead. I'd love to hear any opinions, especially any bugs, since the demo is new.

What you get:

•A premonition: a randomly dealt vision of a disaster, on a random timer, where your goal is reaching the exit room (whether you bother convincing people to leave us up to you)

•What happens in the aftermath

•The whole hospital level, with quick-time events (mashing, memory patterns, typing, timing) and a door-jam, falling-sign, ambulance finale

What to know:

• It's text-based, silent for now, and rated 17+ (graphic death and gore, psychological horror)

• The first load is about 10 MB, since it runs the game itself in your browser

• It's a slice, not the full game. The full thing is in the Android app

• The story is still being written, so you may hit placeholder scenes

Play it: https://dienamic-engine.com/play/

Full game (Android): https://play.google.com/store/apps/details?id=org.dienamicengine.dep\_fdt

Feedback from iPhone and Safari players is most useful right now.

Tl;dr: me make game for you, try demo here: https://dienamic-engine.com/play/

u/Korben-D88 — 12 days ago

Scully's sister was on a list

Reading the Flight 180 X-Files script since it's been a while. I think a lot of us knew Scully's brother was the original visionary, but I completely forgot that Scully's sister was saved from a bus crash and later died in a shooting.

Have to wonder if they wound up including her brother and a variation of that line in an episode that did get made.

u/Korben-D88 — 3 months ago

First to comment is controller 1!

Waiting for your turn on the ski lift, somebody suddenly freaks out saying it's all coming down soon. How do you react?

I'll progress the story to a branching point and wait. Then, I'll input the first response for each branching path, and we'll see how far y'all can make it. Comment to play!

u/Korben-D88 — 3 months ago

Sample FD Game Kills

Here are some of the absolutely stupid animations that are being integrated into my text adventure engine.

u/Korben-D88 — 3 months ago

Y'all this movie was f*ckin stupid (Stop! That! Train!)

I loved it.

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Our whole theater was locked in and knew what we were walking into, which, if possible, see it with a crowd who also knows they're walking into campy trash.

reddit.com
u/Korben-D88 — 4 months ago
▲ 72 r/saw

Did Amanda ALWAYS have bad hair?

She rests my case.

u/Korben-D88 — 4 months ago

Liquid Nitrogen Facial Inspo?

X-Files S01E23.Roland

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How could this not be where they got the idea??

u/Korben-D88 — 4 months ago

Scary Movie Reference

The brief moment easily got some of the biggest laughs early on in the movie. Sporadically funny otherwise (Ray dragged the energy down every time he was onscreen. Smokey too, to an extent).

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A bonus was how it featured one of the carnival accidents in the FD choose your own adventure I'm making where a Ferris wheel breaks loose from its mount and falls over onto the nearby coaster tracks.

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reddit.com
u/Korben-D88 — 4 months ago

Carnival Coincidence

Currently fleshing out the Ferris wheel disaster at the carnival in Death's Designs (Designing Death? 🤔 still workshopping names), and listening to Daria when this scene came on. Tried to take a pic (because how many times does your day include Ferris wheels twice at the same time), but why is homegirl bottom right looking into our souls??

Anyway, the unofficial FD playable story is coming along! There are now 9 distinct endings in v0.3.6 that are still being wired up and dialogue needs to be fleshed out but I've play tested a whole game loop so it's officially a working engine! Now it's just writing dialogue for NPC archetypes like the skeptic, bystander, friend, authority_figure, etc that spans 4 separate acts.

https://play.google.com/store/apps/details?id=org.dienamicengine.dep_fdt

u/Korben-D88 — 5 months ago

FD:Terminal is finally open access on Google Play store, under 'DieNamic Engine:FDT'. I've spent a long time crafting a fun, unique, dynamic af story engine that you can demo now, and I just implemented playable intros where you can try to convince the cast to leave before the disaster so every game is vastly different (tho I'm still working on finishing coding the storyline).

It's still got a ways to go but it'll only get better and more complete from here. I just got tired of being the only one testing it 😂.

The best part is my dog is the mascot. Hope y'all enjoy🤘🏽

u/Korben-D88 — 6 months ago

"Final Destination: Terminal" - a text-based survival game where Death learns from you.

Like many of you, I'm a massive fan of the Final Destination franchise. For a while now, I've been channeling that passion into a fan-made project I'm calling Final Destination: Terminal. I've posted about this before, but we've reached a playable first and second level so I'm putting feelers out there for what to include going forward.

First, to temper expectations: This is a text-based adventure game with a graphical interface, built in Kivy. Think of it as an interactive novel or a classic text adventure, not a 3D action game. My goal is to capture the psychological dread, puzzle-solving, and intricate "domino effect" of the films' death sequences through descriptive storytelling and complex game mechanics.

I've been building a pretty robust engine for the game and wanted to share some of its core features with you, the real experts, and ask for your input as I continue to build it out!

What is Final Destination: Terminal? It’s a survival game where you play as the sole survivor of a massive catastrophe. You know Death is coming for you, and you must navigate treacherous, hazard-filled environments to uncover clues about how to break the design.

The game is built on a few key pillars:

  • A Dynamic Hazard System: This isn't just about avoiding a single teetering shelf. The HazardEngine manages a world where dangers evolve and interact. A small electrical fault can start sparking; if there's a puddle from a leaky pipe nearby, that water becomes electrified. If you force a door, you might rupture a gas line in the wall. The goal is to create those classic, cascading Rube Goldberg machines of death the series is famous for.

  • Death as an AI Opponent: I'm implementing a "DeathAI" that actively works against you. It learns from your behavior. Do you always hide in the same closet? It will start targeting that "safe" space. Are you too good at dodging QTEs? It will escalate the threat. The AI's goal is to analyze your patterns and create targeted threats where you feel the safest.

  • Deep, Expansive Lore: This is a love letter to the entire franchise. I've compiled a huge database of items, evidence, and character backstories from all the movies, the novels, and even the comics. You can find evidence like a charred mug from Ms. Lewton's house fire (FD1), a suspicious-looking brick, or even a survivor from the unreleased "Wipeout" novel.

  • Journaling & Story Unlocking: This was basically what got me building the game in the first place: to make a playable database of all FD movies, books and comics. As you collect evidence, you'll fill out your journal; collecting all the evidence from a single source (like "Final Destination 3" or the "Dead Reckoning" novel) will unlock the complete backstory for that disaster and its survivors in your journal.

  • Atmospheric Gameplay: You’ll choose a character class (like EMT or Detective), each with different starting stats. The UI is designed to be immersive, with a dynamic map, status panels, and even an in-game tribute to the incredible Tony Todd, whose voice is inseparable from the franchise.

The Ask: I want your help! Frankly, writing a game engine from scratch was a pain; I've gotten a beginning, middle and end of the story down, but the fans playing the game should also have a say in what's in it! The game's data-driven structure makes it incredibly easy for me to add new content. This is where I'd love your input. I'm looking for ideas to make this the ultimate fan experience.

  • Locations & Levels: What iconic (or deep-cut) location from the franchise would you love to try and survive? A hardware store? A gym? A salon? The racetrack from The Final Destination? Give me your best ideas for a multi-room level.
  • Hazards & Death Sequences: What's a classic Rube Goldberg death setup you've always wanted to see? How would you translate it into a series of interacting environmental hazards? (e.g., "A wobbly ceiling fan, a spilled can of soda, a frayed electrical cord...").
  • Returning Characters & Evidence: Are there any obscure characters or victim "totems" (evidence items) you'd love to see included? I want to dig deep into the lore, so no suggestion is too small!

What's Next? My immediate plan is to continue refining and refactoring the code I have. I'm working on simplifying some of the more complex methods and ensuring the UI and game logic are as clean and separated as possible. After that, I'll be focused on expanding the content based on the best community suggestions.

Thank you for reading! I'm really excited about where this project can go and believe that with input from fellow fans, we can create something truly special that honors the spirit of the series.

Tl;dr - be creative enough and your suggested level, hazard, character, item, etc can be included in a fanmade game ✌🏽

u/Korben-D88 — over 1 year ago