Haha yeah I am. It’s a horror game called Now Showing: it’s actually already published.
I’m trying to design the scares around player mistakes and tension rather than random loud moments. What kind of horror are you working on?
That’s a good way of putting it ngl
Since my game is more FNAF 1 style with the player stuck in a projector room, I’ve been trying to translate that into pressure, like audio cues getting closer, the film distorting, power cutting out, etc… before the scare happens.
I’m curious if that comes across the same way in practice, if you end up checking it out, I’d love to know whether it feels like the anomalies are actively hunting you or not. And if you have ideas I end up using, I’ll credit you for sure
I like the idea that expectation hurts a jumpscare, but I don’t think expecting a scare = automatically ineffective.
Anticipation can increase stress. That’s different from a cheap surprise that comes out of nowhere and feels unfair. Take FNAF 1 for example, you expect a jumpscare when the power runs out, but the uncertainty/randomness of the timing when the scare actually is, creates dread which makes the jumpscare work well, something I've done as well.
And sometimes keeping the player in constant tension is better, where they know something bad is coming but don’t know exactly when, it can be more effective than letting them fully relax first. In the projector example, the goal isn’t to surprise after safety, but to stretch the stress and to make the players hair gray, and maybe if they're lucky the shift ends and they win before the jumpscare appears, making it feel much more rewarding.
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!!
Hello my game is a FNAF like Horror Game set in a Theater and I'd like some feedback on it as I've never gotten any from people who are seeing the game for the first time and don't know the mechanics. Any feedback is highly appreciated. Thank you :)
Link: https://deogen-games.itch.io/now-showing
Number of players: 1
Testing period: anything in between 5 to 40 minutes
How to contact: Either here, or on this email: deogengames@protonmail.com
Hi everyone!
This game originally started as a submission for the Global Game Jam, but I enjoyed the core idea so much that I decided to continue developing it with new mechanics and improvements.
I’d prefer not to fully explain the mechanics here, since discovery is part of the experience. The “phone guy” who guides you through each shift gives brief explanations as you play.
Before the game gets indexed and becomes publicly visible, I’d really appreciate any feedback:
Does everything make sense?
How far did you get?
Did you encounter any confusion or bugs?
Any suggestions for improvement?
Here’s the link: https://deogen-games.itch.io/now-showing
Thank you so much for your time!
Game Title: Now Showing:
Link: https://deogen-games.itch.io/now-showing
Trailer:
Platform: Windows
You took the job as a Projector Operator in a 1980s Theater, but due to a shipment error you have to organize the film strips and load them as you go in the Projector not letting it run out.
From the booth, you can see the audience. Some of them aren’t human... almost perfect imitations with backward-bent necks and wrong-facing knees. They don’t blink. They don’t leave. And they’re watching you. But are afraid a certain Mask and Lights.
And somewhere in the small town, a masked killer wears the same face you do...
We hope you enjoy the story and gameplay loop. This began as a game jam project, but we loved the concept so much that we decided to continue development and expand it into a full-blown game with narrative elements and more mechanics. Feedback is highly appreciated as we plan to add future updates. Thank you!