I feel like cheap jumpscares, the kind that snap in out of nowhere with no player action or consequence... are usually terrible.
Jumpscares done with context and consequence can be great. In my game, for example, anomalies will only attack if you fail to scare them away in time, so the jump happens because you missed something, not because the game decided to shout at you.
Another moment is when you’re operating the old film projector, you’re supposed to keep it running, and if you run out of film the lights go off and you only have sound. Creatures approaching, whispering, etc.. and the tension builds, and only then a jumpscare.
I’m curious what people think cause I want to make my jumpscares impactful not annoying in my game. Are jumpscares inherently cheap, or does it depend on context? Any favorite examples I could replicate (or bad ones to avoid), opinions, or ideas? If I like your ideas/opinion I'll add you in the credits :)
If anyone wants to see the kinds of jumpscares I mean, here’s what I'm talking about: https://deogen-games.itch.io/now-showing . Feedback welcome. Thank you!!