FPS Horror Game - Atmosphere and Pacing Feedback

Hello everyone I’m working on my fps horror game. The main focus of the game is to make the player scared and to encourage them to explore everything to figure out the lore. However, I really need help on the pacing of this, as I think players will get bored if I make everything too long. I also think my atmosphere needs a bit more work, but I’m stuck and I genuinely don’t know what to add or fix.

Currently, I’m trying to add animations to the healing items, which is the medkit and stim. If anyone can send feedback to me, it would be very appreciated. Game Link

Pictures of some of the rooms (Max lighting so you can see what’s in the room without darkness)



These pictures are what the player actually sees


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Are you going with a realistic vision, or something similar to flee the facility?

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Kind of leaning towards a more realistic vision. Once my building skills increase of course. (Or I hire someone which is a last resort)

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When trying to create professional games, lighting can be a huge aspect of it, usually the environment or the buildings can have impact but the lighting is a game changer,

I think your Lighting is pretty nice for a first time user

Heres the tips i would go with to adjust your lighting from a basic into professional styled:

-Turn Down the brightness to 0
-Add White surrounding fog to make the gameplay more immersive in the atmosphere property,
-Turn on Future lighting technology settings instead of ShadowMap
-Adjust with Colle correction to get nice layered affects,

You can get back to me whenever you like to

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Here’s what the player sees as of now, I’m not sure if it’ll change your answer but I’ll also include this in the original question. (I should’ve put this in at the beginning, im sorry. Oh and if you play the game, you’ll see the lighting first hand).


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Honestly, your game looks pretty promising, my tips were small adjustments you could implement or leave it as it is, its for you to learn, but great work

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I see, thank you for giving me feedback. I appreciate it :slight_smile:
Also, one of my play testers told me that the flashlight of the player is too dim. I was wondering if you agree according to the screenshots I sent above.

If you were using shadow map, i do definetaly recommend you switch to future to get the full realistic experience, also if your flashlight is a holdable tool i recommend adding beams at the light position to make it look more like the flashlight is indeed enabled,

also it might be dim due to the surroundings being lit up more than the neccesary amount, but its up to you to experiment with different settings and get the best out of them

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So quick question, how would I use a beam?
I’ve been using a spot light as the flash light all this time and just made the angle and brightness just enough where you can see the walls and whatever appears in front of you.

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image

A beam is more for visual other than the use, you would need 2 attachments 1 at the center and one away from the flashlight,

A great example from this is DOORS flashlight, you can see that it has beams, to indicate that its enabled, and adds more to the visual side of the gameplay

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Ooooo, thank you for this information, I’ll try it when I get some sleep lol.
I’ll let you know how it looks when I put it in. :+1:

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Hello again, I tried to use a beam as the light, but I’m not sure how to make it emit light. Here’s a picture to show what I have right now.

Try using a spot light, i think that would work best

Here’s what I got now, I just need to figure out how to make the beam circular to make it look more realistic.