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(+3)

I have some questions for you!

1) You mentioned that it's scary in FNAF when you run out of power for the first time. What about the second time and every time after that? Would you say it's not scary anymore because it's now known?

2) In both Buckshot and Mr Magpie you find out if you lived or died directly after making the last choice (flipping the JERRY or firing the bullet). It sounds like the tension you're talking about relates to the surprise of the literal sound effect + visual of the gun going off, not learning the information that you have lost. Is that what you're saying?

Also just so we're not discussing with different assumptions: Mr Magpie is thematically a horror game but we are not trying to make it be actually scary. It's a horror-comedy game, which for us means using horror aesthetics / atmosphere but having the overall tone be more one of humor. It's one of the sacrifices we have to make by doing a mashup genre like this. Many players who would enjoy the roguelike deckbuilding don't like the idea of it being genuinely scary and don't want surprising jumpscares. We also want this to be a game that people can play many times in a row, so having the endings be too intense would interfere with that goal. 

(+1)

1) in FNAF, after the first power outage the “horror” definitely drops, but the tension stays, because you still don’t know exactly when you’re dead. horror almost never survives repetition, but tension can, and that’s what keeps runs exciting. here, the gun sequence is just too predictable - it doesn’t cash in on that tension, it just tells you what’s happening and then follows through.

2) yeah, pretty much. the key is when the game spends the tension. in this game, you feel tense when you pick a risky card, but then that tension gets drained before the actual payoff. in Buckshot, the tension and the payoff hit at the same moment (gun to head, blam, black screen). Magpie does the opposite: it tells you first, explains what's going to happen, then spends the tension after, which undercuts the scare.

on the horror-comedy thing: you can’t really have horror-comedy at the same, but you can have both horror and comedy. the trick is to keep them separate so neither undercuts the other. pizzeria simulator is a great example - it’s hilarious at times, terrifying at others, but it never makes you flip back and forth in the same moment. comedy works best when the player feels safe enough to laugh freely, horror works best when tension isn’t interrupted. segmenting them makes both land harder.a good place with this would be in the shop for comedy, and flipping cards for horror. or both in the shop and flipping cards for comedy, and outside of the for horror. 

for death animations: you could solve the “too long” issue by only showing the full version the first time the player dies, then replacing it with a snappier version later. first run gets the atmosphere, repeat runs don’t get dragged down.

and as for “but what if people don’t like horror” - well, the game is already marketed with horror aesthetics. anyone who hates horror probably won’t pick it up in the first place, so sanding off the edges just risks losing what makes the game unique without making it more appealing to people that don't like horror. this isn’t “a roguelike deckbuilder with a bit of horror if you like the vibe,” it’s a horror-comedy deckbuilder - and it should own that.

(+1)

Thanks for taking the time to share your opinion