How do horror games succeed?

I’m currently trying to create a horror game but the main issue I see with it is its retention. Even if players really like the game, they usually won’t come back the next day simply because the game is a one time experience. So my question is how do games that function similar to this succeed. If retention is one of the main factors that are being looked for, then its likely that a game like that won’t be pushed in the algorithm. Is there anything I can do about this or is it necessary for me to change the way the game is played to introduce retention?

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I checked your profile because I plan on helping you with this but I don’t see which one is the horror game. Are you just speaking theoretically?

I’m working on multiple games, but unfortunately I don’t have enough to show the horror game I’m working on yet. So it’s not exactly in theory, although I can tell you the basic layout of my game. It’s basically a story game which lasts about an hour long. The player encounters some creepy experiences while working the night shift at a store, and it’s heavily story based.

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if “maximum revenue” is your form of “success” then:

  • CnP ps2 era graphics
  • Extremely bland and short story that becomes long from unskippable dialogues/cutscenes
  • Every chapter/level should always contain a maze with a monster that’s chasing you down, you always have to find something in those mazes, common roblox horror game design
  • (Optional) horribly balanced and time-consuming bossfight

remember, time is money!

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I’m gonna say this from a player’s perspective, but personally for me it’s both replayability, scare factor, and the fact I’m able to drag my friends into them as well. Horror games on Roblox are SO much more fun with friends.

Games like The Train Tunnels, Apeirophobia, Pressure, Doors, etc. all have differing ways they achieve these things so you could probably study those.

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I do plan on adding decent scares and multiplayer compatibility, but what do you mean by replayability? What makes you replay a horror game?

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Long horror games. For example, Doors. Doors takes so long to finish, and it gives plays ample time too play, retry if they die, while feeling new. Another part of that is the random rooms it generates but you get my point. You mostly want a lot of content in your horror games. Unless you don’t care about certain players, make it an easier game. Doors was always more popular then The Mimic, for example. Only because kids won’t want to play super scary game, only mild scares in Doors.

In conclusion, make your game long and easy, if your going for everybody.

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Isn’t doors really hard to beat? I thought it wasn’t necessary long just really hard to beat making players try again and again. I do get what you’re saying though, it has a ton of content and takes relatively long to finish through. My issue is that my game is a story based horror game, without nearly as much room for error for the player as doors. I was going for something more scary like mimic, and I’m not really looking for doors like popularity. I just want to know if it’s still possible to get somewhat popular or if I need to change my games layout to something more replayable

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Doors (in my opinion) has a heavy emphasis on trial and error, hence it being highly replayable. That and the random rooms per door, randomising each run. Throw modifiers into the mix, new floors, new entities, etc. and you have a soup of replayability, perfectly seasoned, if that makes any sense. It’ll make players come back to it.

You COULD have some kind of trial and error aspect to your game, most likely through getting to know how a monster works. Having the standard “oooh spooky see you and it’ll chase you” probably would cut it for a basic monster but you should vary how more monsters work, if you have more monsters.

How much replayability would you say is necessary? I can get my game to a point where the player comes back the next day but is that enough or will the algorithm not consider it unless the players keep coming back? I highly doubt I could get my d7 retention above 0.

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I say with any game. Just make it so it’s not hard to do dumb stuff, or as I would like to say it: “your dumb sandbox”. This will allow for players and friends to do dumb stuff, therefore entertaining the players around them.

Replayability is also golden. See games like pressure, doors, lethal company, balatro. These games are replayed a lot. Doors and pressure is because it’s a trial and error game. Lethal company is because “your dumb sandbox”. And balatro because it gives a lot of dopamine.

I actually disagree on this, in my opinion, a true horror game would never have replayability. If a game is that scary and good no player would want to replay a game. Sure, it’s good for revenue but put your shoes in a player perspective.

There really has been only one game that I can think of that I haven’t replayed over and over mainly because the game was that scary.

true, but with story games. You want to give players a reason to go back and collect things. The only games I have replayed once beating was ultrakill and hollow knight. I went back and 100% them ( 112% for hollow knight). it’s just because they are so fun.

I would disagree since a good horror has a reason to be replayed. “True” replayability doesn’t have a single definition. People replay horror games for the scares, monsters, etc.
Many different reasons.

A game being scary does NOT mean players wouldn’t want to play it. The majority of players would keep coming back and roping friends in to join them, too. I’ve had many a time where I’ve been recommended horror games, both on AND off Roblox, purely because of the game’s scares alone.

@Szerpllx @RocketSlither
I’m making a semi horror game, where you work to gain money and there are random events and monsters that try to kill you, i thought about op’s concerns too, so i’ve made an upgrade system that makes you earn more money while working or it just increases other stats that just makes your job easier, i’m gonna use this system as monetization and also as replayability factor since when you finish the game and you manage to escape you gain +2 max tokens, so you can upgrade even more, idk if it’s enough what do you guys think? If the game is well received i’m also gonna add more monsters and more events i think this will help with replayability aswell

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This sounds like it has roguelite elements to it (different compared to a rogueLIKE), so I’m assuming if you die you start from the beginning?

Either way, I think having an incentive to replay the game, be it through upgrades to make the player’s life easier or whatnot, is always a welcome addition. There could be some other things you could add but I can’t think of any off the top of my head at the moment, it’s too early in the morning for me.

You need in-game money to revive, if you die without enough money than you’ll revive with all your upgrades reset, the more you die the more expensive reviving becomes. The actual game never resets tho, it can be played with 16 players in a server, there are also some co-op features. The game is almost ready to be playtested i’m gonna ask for feedback in #help-and-feedback:creations-feedback

There are many horror games on Roblox. Your game would have to be unique and different, and entertaining as well. Normally horror games that are multiplayer and where you can play with other people are ones that do well.