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Looking for tips to make a horror game that doesn't suck

Yeah, even I feel like this would be good with more polishing, but I don't know what exactly I can change to make it better

Maybe make the automatically changing paths more short, I don't know...

Looking for tips to make a horror game that doesn't suck

If anyone is still interested: Link

Looking for tips to make a horror game that doesn't suck

I have reached a conclusion, the horror genre is too complex for me...

I mean, I almost finished the game but when I look at it... is kinda goofy and not scary on the slightest (Maybe weird, but not scary)

I will finish the game and upload the game to RMN but don't expect too much

But hey, thanks for all your tips! It was an interesting experience and maybe in the future I will try it again

I will be gone for a few weeks/months, If I don't come back consider me dead

author=Zeigfried_McBacon
Should I remove you from the reserves then?


Yeah, I want to participate but i'm not sure if I will be available, but good luck with your event!

Looking for tips to make a horror game that doesn't suck

author=SnowOwl
I don't think jumpscares are inherently bad. I just think that alot of games overuse them, or rely on them too much. Especially the games you mentioned disliking (Five Nights at Freddys, Slender). You seem to have the right idea about those so probably no point twaddle on about those.

Also, Not sure why you don't want to use popular creepypastas. They are popular for a reason, usually because they are well written, and because they are good at capturing something many fear. Ofcourse, there are exceptions, but I think when writing games alot of game makers could learn something from popular creepypasta writers.

So how do you make something scary? If you are new to the genre, I would suggest looking at some of the horror games you DO like and looking at what made those scary to you.
That's probably the best tip you can get starting out.

Here are a few other tips that I think you should keep in mind:
Horror games are very much dependent on sound design, much more so than any other genre of games. Sound is also a great tool in building tension, because you can use it to scare the player without showing him something concrete. If you see the monsters at the start of the game, alot of the fear for them will disappear. People don't fear what they know, people fear what they don't know.

I would consider dropping the RTP graphics. I'll be honest, I think it's probably the worst possible look for any horror game with the way the RTP graphics look. It's just harder to take something seriously that looks like that.

Tension and release: Alot of newbies at making horror pile up the scares everywhere they can. This is a mistake. The tension before a scare is as important as the scare itself. You NEED to build tension to make the player feel scared, or your scares will lose their edge. Look at any good horror movie, like for example the first Alien movie. There is a loooong buildup to the scares in the start, and when the little shit tears a hole in the stomach there is release. Then they start building tension again.

1 - I don't have others graphics other than the RTP, and I don't know, I don't trust other sites/don't know where to find good tilesets

2 - I agree about the sound, I'm thinking about making it the focus of the second game

3 - About the buildups, I'm going to work with that because right now the is game is going to be very short (30 mins max) I will extend some areas, maybe make longer "puzzles"

4 - About my "favorite" horror game, I prefer scary non-horror games, like system shock 2 which, for example, you hear a monster but you don't know where exactly it is, the fear is better when the sound is of a powerful monster (Like cyborg midwives)

author=Max McGee
Before you even start work in the editor, I want you to think long and hard about WHERE your game takes place, about WHY your characters are there, WHAT that says about WHO they are, and HOW you want the pace of the game to flow. In most shit horror games I've played, all of these things were obviously given FAR too little thought by the creator.

I already started to work on the games before I made this topic, but I will take some time to think where I want to go with this, maybe put more focus in the sound, or make the game longer

Again, thanks to everyone for these tips, but I should put a gamepage with a demo/beta (only for testers) or wait until I finish the game?

Looking for tips to make a horror game that doesn't suck

Thanks to everyone! Looks like making a horror game is more complex than it seems, I made two different games:

- You are in a "nightmare" and a monster is chasing you, the firsts nights it is harmless but with time it becomes more and more aggressive (This game started as a parody for all those shitty horror games, but thanks to this topic I want to make it more interesting, maybe add more puzzles...)

- You are in what it looks like an abandoned factory or station, in each room there is a radio or something playing weird sounds (There is no monster but the atmosphere I want to create is of "What the hell is going on", almost no puzzles, no death, no blood, no bullshit)

Again, thanks to everyone! I will change some mechanics and see how it plays out, especially:

author=InfectionFiles
A key part is making the player feel in danger all the time.


author=JosephSeraph
How can we have a game that induces fear without being shocking or disgusting?


author=Preki
-Do NOT use music
-If the game is short, get rid of the save ability.
-Do not be predictable.


author=Kylaila
There are certainly many ways to make a game scary - and the key ingredient to horror is lack of control (imho).
The inability to predict, prepare for and counter monsters or events. Helplessness.


author=Max McGee
Instead I will say this. There are many types of "horror" and many flavors of "scary".

Because nothing sends the buildup of suspense and tension reeling backwards like an unfortunate typo or an awkward bit of phrasing. You want your writing to be taut, to be spare, to be effective and to have style. This is really hard even when writing in your native language, and may even approach impossible when writing in a language you're struggling with.

Looking for tips to make a horror game that doesn't suck

author=InfectionFiles
A key part is making the player feel in danger all the time. If that means making a randomly appearing killer that chases you and can one-shot you, then great. Do it!
This always makes places that are legitimately safe, like a "save room" or the like a much more welcoming place.
Make saving the game not easy. This builds tension and suspense for a spurred survival.
Generally, everything should be ominous in some way or another.
Set up small things that the player sees that are somehow off, giving them the impression something might happen. And nothing does at first. Later in the game have that off-beat area an event of terror. Just enough time to make them feel safe that the thing in question actually isn't anything but the normal environment. Then BAM!

Make the player fear death, basically.


Thanks, but about the killer that can one-shot you, it can be a problem with people who suck at video games, imagine dying again and again because you can't complete a section of the game, the same happens with a really hard puzzle, it destroys the atmosphere

But the idea that you can lose the game or that something bad will happen is interesting, I will work on that, thanks!

Looking for tips to make a horror game that doesn't suck

I hate horror games because they use too many jump scares and/or don't build a creepy atmosphere, (That's why I hate five nights at freddy and slender: the 8 pages) so what i'm gonna do about it? try to make a horror game to see how hard it can be!

Now I need some tips for making the perfect game, the only tips I can think of are:

- Don't abuse the jump scares, maybe one or two are fine but don't overuse it

- Don't use popular "creepypastas", they suck

Sorry for any errors btw, damn google translate

Edit: Now with 20% more images!:


RMNverse Battledome 5 - COMPLETE!

So... the "event" will be done here or there will be a new trhead?

Money

author=Liberty
How about your own house? And you can decorate it by buying/upgrading furniture and renovating on parcels of land you can purchase.

I had something like that in an unreleased game where you could rent a flat (well, you had to rent a flat for plot purposes) but you could upgrade stuff in the flat and later move out to a bigger, better one when you got more money.

You could also do a Scrooge McDuck and have a huge swimming pool vault where you can add in your money and when you reach a certain goal it fills up a bit more. It'd be silly and people would be able to try to fill it up just for the hell of it.

The donations idea is nice. How about something like an Orphanage or a Guild and you get certain benefits from it as you sink more money in. Like the Guild could open up rare quests/optional dungeons/extra party characters and the Orphanage could just make your heart swell when you see the kids go from being in rags to going to school and learning stuff and growing up well.


Good idea about the house and it made me think about another possibility

Open your own store!

You won't be working on it directly but you can get the items at discount or for free, get more money weekly so you can upgrade it and buy more stores!