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hey /v/ I wanna do a horror/terror game, could you help me in
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>>
Try doing something like Another Code: Two memories, but more scary
The game could get very spooky, but it went for another route instead
>>
Try to make it unsettling, jumpscares should not be scripted, and give a player a reason to be afraid.

Make it short too

And also don't make it based or inspired by another horror game or cinema. Something original always make it more terrifying.
>>
>>345316340
jumpscares are cheap, figure out a way to genuinely terrify the player without shoving adversity in his face and ruining any mystery surrounding it

good sound design is a must if you're not going to use many jumpscares
>>
>>345316340
realize that the fear of prolonged torture/suffering is MUCH stronger than the fear of death. plan your monsters and environments/levels accordingly

realize that there are other ways to make players feel vulnerable besides DUDE JUST MAKE THE MC LITERALLY UNABLE TO EQUIP A WEAPON. Shit like Amnesia, Slender, etc. have ruined this concept.

Realize that your most powerful ally is Darkness. Figure out a way to make the ability to see a limited resource -- extremely dark environments with a tiny flashlight, limited batteries, etc.

Realize that jump scares are lame. Focus on the terror inherent in your environments, in your monster design, in your villains, etc.

Sound design MUST MUST MUST be A++
>>
Gwindolyn is CUTE
>>
>>345317479
Gwyndolin is FOOD
>>
>>345316982
jumpscares have their proper place, it's relying on them too much that's a problem
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>>345317570
DELETE THIS RIGHT NOW
>>
Timed under water escort missions
>>
How about you come up with your own shit instead on relying on others for ideas
>>
Look at Nemesis for inspiration. The Nemesis bends the rules of the game to fuck you up.

He can open doors, he can use weapons, he's fast, he enters the scene in surprising ways.

Always make sure that just when the player thinks they've figured shit out, something else throws it all out of the window.
>>
> I have some ideas
Investing heavily in sound
A small place like a house or hut
without jumpscares
few enemies
study Lovecraft
>>
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You go to the toilet to save but the character is constipated all the time so you can't. You put down limited poopin pills in the game that allow the player to save but increases the chance of the monster appearing out of the toilet every time it's used.
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>>345318087
>study Lovecraft
>automatically receive good horror game
well meme'd
>>
>>345316737
>>345316982
>>345317413
>>345317640
>>345318087
Jumpscares need to be unexpected or receive proper buildup to be effective. They can be used, but sparingly- overexposure drastically reduces their effect.
>>
Give the player a way to defend themselves but make it less efficient than just running away.
establish the looting of corpses as a mechanic and have a single enemy mid-game wake up when being looted.
Asociate certain sounds with certain enemies and use that to fuck with the player.
Say you have an enemy that attacks from the celing and one that attacks from the floor.
At some point in the game, play the sound asociated with the celing enemy to que the player into paying attention to the celing but have the enemy attack from the floor instead.
Thread replies: 17
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