Is this game I'm making actually scary?

It scared me o.o but that’s because I’m a wuss when it comes to games, horror movies are fine, but horror games I just can’t do.

The voice on the phone doesn’t sound worried enough, and it comes through to clearly. I’d re-record it and set your recording device to 8000 Hz (cellphone quality). Ye.

[quote] It scared me o.o but that’s because I’m a wuss when it comes to games, horror movies are fine, but horror games I just can’t do.

The voice on the phone doesn’t sound worried enough, and it comes through to clearly. I’d re-record it and set your recording device to 8000 Hz (cellphone quality). Ye. [/quote]

I addressed that and he said over time his voice will get more panicked and nervous, ^-^

10/10 would spook again

totes would play on TNL in a few weeks

[quote] It scared me o.o but that’s because I’m a wuss when it comes to games, horror movies are fine, but horror games I just can’t do.

The voice on the phone doesn’t sound worried enough, and it comes through to clearly. I’d re-record it and set your recording device to 8000 Hz (cellphone quality). Ye. [/quote]

I addressed that and he said over time his voice will get more panicked and nervous, ^-^[/quote]

The 8000 Hz is more important because it just seems strange picking up a phone and the voice feeling like it’s in your head. Too clear.

The guy peeking out of the door in the long hallway definitely scared me.

I think the hiding mechanic is interesting, but it didn’t seem very consistent. I didn’t know why I was hiding, and I didn’t know the rules for how to know when it was clear or not. It felt more like a Wario Ware stage than a monster coming to get me, though it was also scary

I’ll work on making the phonecall sound more muffled, and more phonecall-ish… yeah.
I also agree that the monster’s traps feel more like scary minigames ; I’m worried that they’ll start to get really repetitive rather then scary.

I guess it’s just a matter of having different unique ideas to change things up, to keep the game scary.

In that case, do you guys have any ideas for terrifying situations involving the monster?

I got scared after like the second door, and closed ROBLOX. The sound kept going so I muted my computer and came back here to pretend it didn’t scare me.

Got goose bumps a few times. Definitely gonna wait until it’s not 3 in the morning to finish it.

This is really great so far. I think the biggest thing I would mention are the phonecalls, since they just don’t really fit.

help is the monster gone

im in a locker

:frowning:

It feels like you’re using server scripts for effects that should be local.

Also I hate the fact that if I lose I go back to the start place and have to load the game again and again.

Off topic to what you asked, but I think you should know about it.

Top Bar ruined it for me.

I was in that area where that droning noise (very faint) is growing in the left ear and all you can do is move through the endless amount of rooms down and right, I got to a dark hallway and walked down it, simley jumpscare and then…

External Media

I didn’t respawn, I couldn’t reset to fix anything

Was going to mention this last night but didn’t have the time.

I don’t have much feedback on the game itself [size=2]since I’m a wuss and chickened out far before I finished[/size] but I’m also concerned that you seem to be doing a lot of things server-side. Ideally in a singleplayer ROBLOX game you should do as much as possible locally so that every player gets (mostly) the same experience regardless of their internet speed.

Actually, I’ve never thought about that before. o_o

[size=2]I’m probably not very good at programming these games… If you’d see my coding, you’d probably vomit at how inefficient it is…[/size]

Looks pretty cool, has some neat potential

The monster design though, looks like it was made in a minute or two in paint.NET

I would either go for a new design or hold on seeing the monster directly at all; only catch blurry glimpses or shadows, at least until the end of the game when you see it in its entirety

Fear of the unknown, a base human instinct

First off, I’d like to say this is really unique! I love some of the concepts the game uses.

Now for a few critisisms:
There isn’t enough ambience for immersion. Things like the player’s footsteps, breathing, maybe some creaking wood floors. I think it’d help with immersion.
Second, the camera could be a bit better. The scene where the camera flattens out as you walk down a hall was a good use of the camera. But the otherwise constant overhead views feel a bit odd. I think a more silent-hill type approach would be interesting to try.

So far though, the game is really creepy and I enjoyed it quite a bit!

I’m not a fan of the use of the overuse of flickering jumpscare guis in combination with an immediately loud buggy noise. One of my games kind of did this but only flickered “No” on the screen with a monster saying No. Very minimal use - nothing to cause an epileptic episode…

But you did capture a great scare tactic - they have to enter a dark room and fumble to hit the lightswitch… with a very low chance of that action bringing the monster, either when you walk in or hit the switch. That makes every new room scary. Someone mentioned the hallway scare too - those are intense when you can see your impending doom.

I’d like to see a big room that you walk by and it’s fine, but when you come back to that room all the furniture is switched around or completely removed. Imagine coming back to a room you passed and you can’t quite tell what’s wrong with the room, but you know something is very wrong.

Edit: Should’ve been called light switch because light bulb isn’t very scary sounding

[quote] I’m not a fan of the use of the overuse of flickering jumpscare guis in combination with an immediately loud buggy noise. One of my games kind of did this but only flickered “No” on the screen with a monster saying No. Very minimal use - nothing to cause an epileptic episode…

But you did capture a great scare tactic - they have to enter a dark room and fumble to hit the lightswitch… with a very low chance of that action bringing the monster, either when you walk in or hit the switch. That makes every new room scary. Someone mentioned the hallway scare too - those are intense when you can see your impending doom.

I’d like to see a big room that you walk by and it’s fine, but when you come back to that room all the furniture is switched around or completely removed. Imagine coming back to a room you passed and you can’t quite tell what’s wrong with the room, but you know something is very wrong.

Edit: Should’ve been called light switch because light bulb isn’t very scary sounding [/quote]

I have an idea already that’s somewhat similar to yours

At some point in the game, the rooms won’t only have different furniture, but they’ll also be switching around completely on you. A player might walk into a dead end, only to come back and see a whole new place when he turns on the light. I like your idea of using subtle changes first. Maybe I’ll have 1 specific room that the player keeps coming back to. And every single time he comes back, it changes more drastically. Hmmm…

What’s scarier about the name “Light Switch”? It seems barely different to me, TBH. It seemed to make more sense to me, saying “Light Bulb”, since the light bulbs are supposedly the main light-source in the game. (And since the game is about a monster which turns them off)

edit :
I’m also making a terrifying part that tries to break the 4th wall as much as it can to creep you the heck out (only with headphones, thooouuughhh :DDD)

I ragequit. I didn’t expect to be attacked during the tutorial.

Side note, looking out those little slits in lockers in first person is a lot scarier when you’re in someone else’s game and you don’t know what makes things appear through the slits.

It’s scary. :shocked:
One thing though,

In the scene where you have just climbed up the bookshelf for the key (or whenever this appears) the ‘HIDE’ at the bottom of the screen ruins the immersion a bit. I think at that point the player knows that it’s probably a good idea to hide.

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