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What is this goofy nonsense? Did the playtesters have ADHD? Why is it necessary to have some haunted house prop or Halloween City decoration pop up in front of the player every ten to fifteen seconds? Would we get bored otherwise?

It's a shame as the technical chops are reasonably good. Good menu, good performance, good looking assets. None of that makes up for bad pacing, bad story telling and no idea what actually scares, rather than merely startles people, however.

Jumpscares are not something to spam the player with, they're best used sparingly, only after long periods of building tension. If it's just one after another, they lose their impact very rapidly. I don't mean to come off as rude but this was an insultingly bad experience, and it didn't need to be given you obviously have proficiency with the software.

Maybe study some well regarded horror films, focusing not just on imagery but the anatomy of a well told horror story, before taking another crack at this genre.

Thank you for your feedback. We appreciate your insights on pacing, storytelling, and jump scare usage. We'll take your suggestions into consideration for future improvements and strive to create a more engaging and effective horror experience.