you have to be subtle about it, play with that common fear we all have, the feeling of loneless, the creepy uncertainty of the unknown, a player's mind is his biggest demon, you just need to feed it a little.
Why is it always women doing this kind of shit with spiders? Remember that one b***h that would post videos where she would let her pet spider crawl in her mouth?
Because men are expected to not be afraid of spiders. If a guy posted a video like this, people would think 'yep typical guy shit' but when a woman does it she's defying expectations and she is brave*
In the first place, don't make it an FPS walking sim about an butthole that's haunted by demons even though they don't feel any guilt for their actions. Feels like I've been seeing that shit everywhere in the indie scene for last couple of years and I don't know why everyone's obsessed pulling this same shit.
I have an idea for a half life 2 fan game where it's a mix of stalker and half life 2 set in siberia while a skinwalker stalks you as you fight or hide from combine
There has to be a threat of death or fail state
If you have enemies they need to be dangerous
If there's no danger the player will figure it out and the illusion is gone
Avoid reverting player progress upon death since it'll turn fear into frustration, if they've already been through an area it's not as scary especially when they have to redo it after failing
The best horror games are more unsettling than they are scary, interactivity lets you connect more with the sounds and visuals
Story is very important, jumpscares (startling and nothing more) is cheap and only lasts as long as the moment itself
Music is invaluable, consider SH3's action music
Limit resources
Horror is one of the most difficult sensations to get right in games, most of them just startle the player and get by with the threat of being startled, I don't want to call them jumpscares since they're not scary, reacting to a sudden noise isn't being scared
I don't know, I'm not a game designer
I just know having the player go through the same area with the same enemies makes it much less scary
Obviously you need some consequence for failure, maybe it could be story-related, loss of resources, sending the player sideways instead of backwards if that makes sense
The trouble is keeping the game unpredictable and playing on the fear of the unknown even if you're struggling to get through a certain area and have to redo it
The answer is probably to lean into the story, A/V and world design as much as possible, actually playing the game isn't as scary since it's risk-free interaction on their own terms, you need a lot of smoke and mirrors to convince the player that they're in danger, or make them want to believe that they are since everything surrounding the gameplay is so well done
My scariest game idea would be having to fend off monster fish ladies in a tower that's about to fall to the sea. I'm afraid of heights, water, and women.
you have to be subtle about it, play with that common fear we all have, the feeling of loneless, the creepy uncertainty of the unknown, a player's mind is his biggest demon, you just need to feed it a little.
Just do whatever you like or want to do.
>Just do whatever bro
>Multiple jump scares
>WOOOW this is a shit game.
Protip: you're never going to appease everybody, and there's always going to be at least one person who says your game is shit no matter what you do.
Well obviously I want to please the most people
Why is it always women doing this kind of shit with spiders? Remember that one b***h that would post videos where she would let her pet spider crawl in her mouth?
Not my best fap
Because men are expected to not be afraid of spiders. If a guy posted a video like this, people would think 'yep typical guy shit' but when a woman does it she's defying expectations and she is brave*
*is in a position to receive attention
Work with the cops to randomly swat houses after they log into the game.
In the first place, don't make it an FPS walking sim about an butthole that's haunted by demons even though they don't feel any guilt for their actions. Feels like I've been seeing that shit everywhere in the indie scene for last couple of years and I don't know why everyone's obsessed pulling this same shit.
I have an idea for a half life 2 fan game where it's a mix of stalker and half life 2 set in siberia while a skinwalker stalks you as you fight or hide from combine
Farcry 2*
There has to be a threat of death or fail state
If you have enemies they need to be dangerous
If there's no danger the player will figure it out and the illusion is gone
Avoid reverting player progress upon death since it'll turn fear into frustration, if they've already been through an area it's not as scary especially when they have to redo it after failing
The best horror games are more unsettling than they are scary, interactivity lets you connect more with the sounds and visuals
Story is very important, jumpscares (startling and nothing more) is cheap and only lasts as long as the moment itself
Music is invaluable, consider SH3's action music
Limit resources
Horror is one of the most difficult sensations to get right in games, most of them just startle the player and get by with the threat of being startled, I don't want to call them jumpscares since they're not scary, reacting to a sudden noise isn't being scared
Silent hill 2 is the best example
So how do you make an enemy dangerous and kill the player without removing progress?
What is the "threat" if not losing progress?
I don't know, I'm not a game designer
I just know having the player go through the same area with the same enemies makes it much less scary
Obviously you need some consequence for failure, maybe it could be story-related, loss of resources, sending the player sideways instead of backwards if that makes sense
The trouble is keeping the game unpredictable and playing on the fear of the unknown even if you're struggling to get through a certain area and have to redo it
The answer is probably to lean into the story, A/V and world design as much as possible, actually playing the game isn't as scary since it's risk-free interaction on their own terms, you need a lot of smoke and mirrors to convince the player that they're in danger, or make them want to believe that they are since everything surrounding the gameplay is so well done
Occult horror. Show the true face of the universe to normal people.
Just make an indie PT clone
My scariest game idea would be having to fend off monster fish ladies in a tower that's about to fall to the sea. I'm afraid of heights, water, and women.
I got some old news for you. Video games were never scary.
Shut the frick up