Thanks for the video !
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Actually, there is no jumpscare in the game technically. You walked straight into the monster most of the time, it's not because you can't see the him, he's not here (same goes for the objects btw) :)
Okay, I wasn't sure. Too bad You Tube isn't good enough to make a good translation by himself on the video. If you have feedbacks for us in english, it would be really usefull and awesome for us !
We understand french and german too. Maybe it's better for you ? :)
Glad you liked the game ! We didn't had the time to create a real AI for the monster in only 48 hours, so for for the moment it's pretty easy to overcome his pre-determined path. Hope it will be better in a bigger game. :)
We had the one button press in mind for a moment, but it takes away a part of the stress you can get from changing frequencies. Actually we want to lose the player a little bit in the environment with such a mechanic. :)
Nice video btw !
Nice video ! Losing a little bit the player by figuring out the environment and where the monster is, is actually the whole point of the game :)
The game was made in 48 hours, so yeah, the level design is not the best you can get, it can be tight sometimes. If we make a bigger game, it won't like that we think.
Thanks for the feedbacks ! The frequency changes when the monster see you are done on purpose, we wanted something new for a horror game, not like the hundreds of other games you can get most of the time (walk, jumpscare, over, that's it). We wanted that the player feel more active and think about what he is doing in the environment.
Just to be sure, did you understand the frequency mechanic ? It seems like you only play on the blue frequency (objects frequency), and almost never on red frequency (monster frequency). This is why you get caught by the monster all the time without knowing it. Try to play by changing the frequency more often. :)
Just that you know, there is no actual jumpscares in the game.
Thanks for your feedbacks !
The game was made in only 2 days during a game jam, so most of the development time we focused on the frequency mechanic, the main feature. So yes, we would like to implement a good story, running, all that kind of stuff that can make the game better and more fleshed out. We're already thinking about the improvements we can put in the concept for the future.
Nice video you have here, thanks for it !
At the end of the video you're talking about a game with a similar concept. Do you remember the name ? If we make a longer version of V.H.S, it would be cool to see those kind of games. We don't want to copy paste other games without knowing it, we want to make something original.
Hi everybody !
Two weeks ago, with a little team, we attended to the Global Game Jam in Paris. From this 2 days event we created V.H.S, a first person horror game where you play with a special camera that can change the frequency/tracking to see either see the environment or ... or ... hum, you know what ? Discover it by yourself ! Right here :
For now see it as a prototype. Maybe one day, it will make into a full, longer game with more ideas.
The people who worked on the game:
Game Design - Julien Metzger
Game Art - Pierre Brouchet / Swann Klein
Game Programming - Antoine Bordes / Antoine Eschenbrenner
Sound Design - Aurélien Montero