Devlog: Defining the Horror Experience
While working my day job, I’ve been thinking a lot about what I want this game to become.
At first, I considered going the mascot horror route—it’s simple to make, and people seem to enjoy them. But let’s be honest: while they’re fun for an hour or so, they often feel a bit cheap and predictable.
I want to create something more substantial—still a shorter game, but leaning more toward Resident Evil than Poppy Playtime. That means enemies, puzzles, and an immersive atmosphere.
Setting: Deep Space Horror
I’ve settled on a space setting, which naturally adds isolation and tension. But with this shift in direction, I need to rethink what mechanics are essential to the experience.(The picture is just for prototyping and do not resemble what the finished product will look like).
Gameplay Adjustments
Originally, I was going to remove sprinting to encourage a more “hide-and-seek” style horror experience. But with backtracking planned, a sprint/jog function is a must. To prevent players from constantly running, enemies will be placed strategically to keep movement tense and meaningful.
Another core element of horror? Darkness. At least in certain areas. But let’s be real—pitch-black environments are frustrating if you can’t navigate properly. So, the next step is to give the player a flashlight to manage visibility and tension.
What’s Next?
These are relatively small but impactful updates, so with a bit of luck, the next version will feature:
✅ Sprint/jog mechanics
✅ A flashlight system
✅ A new level layout to explore
If all goes well, I should have it ready by tomorrow!
Files
Get HP - a horror project
HP - a horror project
Status | Prototype |
Author | geekpotion |
Tags | Horror, Singleplayer, Walking simulator |
Comments
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It's funny, I thought about starting an Itch page for a serious project starting in the early prototyping phase like what you're doing with HP - maybe I still will. Keep it up, I'm interested in seeing what you do with this.