A friend of mine has made this map for a public restroom horror game, however, we dont have any good ideas of what to add to make this a horror. Perhaps some sewers underneath would be a good idea?
These screenshots looks nice! I rarely see “toilet” in signage for public restrooms but maybe it’s artistic license. A utility room could lead to the sewers!
Is this a creative block for more build or story details? There’s so many bathroom horror tropes like seeing things in mirrors, investigating each stall, the lights failing. You can even draw in urban legends. Noises outside could be spooky.
Yeah we are quite looking for a story to write. As i wrote above Ive thought of maybe adding sewers under the restroom or some homeless man inside who gives you weird quests. Urban legends are a nice source of inspiration though, thanks for that ill look deeper into them.
Interestingly enough, I actually did end up using this map previously for an older game of mine. Fantastic layout—just so well suited to layered storytelling.
Now, with that said, I do think you could easily go darker, more psychological with it. Straight-up mental horror—where nothing the player can perceive is to be trusted. Not even their own mind.
At the beginning, everything’s okay. Normal. But slowly, insidious distortions slide into focus. A corridor is longer than it was meant to be. Sounds in the environment twist into distorted whispers, echoing back and forth repeatedly with words that never actually amount to anything. And the worst part? You can’t even tell any of this is going on.
Rather than jump scares, the terror is made through constant unease and disturbing distortion. Stuff changes when you’re not looking. NPCs glitch out during dialogue, stuttering or switching personalities. Doorways vanish behind you when you walk through them.
@JellyM015 I would love to hear your opinion on my feedback as well
Hey, I played your game with you, and it has some strong potential. Since you asked for feedback, here are some main suggestions from my experience as a developer. I’ll start from general principles that you can use to think of your own stuff and a tailored game vision that I can see for you.
Principles that all games should focus on:
1. Novelty:
Roblox players are bored of the same genres over and over. If you can make some kind of new concept or story that would be best. Like some kind of twist but make sure its a good twist. Good twist means thinking of how players on roblox work:
they are social - Competitive/Co-op
want 3D worlds not 2D screens
clear direction
The feeling of progression
Challenge
Reward (can also be internal like feeling proud of evading monster)
Anticipation (calm before storm - dead time before challenge but they’re expecting it)
This is how you invent new genres. By understanding that all games work in this way, you can conceive any new idea in your own creative vision.
BTW reflect on how doors uses this novelty feedback. Think of their unique elements from games like backrooms – especially in Anticipation, Challenge, Reward loop
2. Progression:
Ensure that there is actual gameplay outside of just an infinite loop or static map. Things should be changing over time with purpose like they’re going through a curated experience with an end not just a infinite system. Add little puzzels and other stuff.
3. Curiosity:
Add a reason for them to want to progress. Tease lore and stuff or hints of danger like blood or messages.
For you specifically
Player walks into bathroom → they turn around to see it loops infinite
They walk through the infinite loop and there are slight differences per loop. Maybe a flickering light, blood, strange sound in a stall, or even monsters/chases
Eventually it stops forming the same bathroom structure and is more like a maze (but there are only 1-2 actual directions because you don’t want them getting lost). Like think backrooms but bathroom coated.
Finally they reach some kind of end and thank you.
But while that is a general “vision” you’re not bound by it – its merely a suggested starting point. And as mentioned earlier you should add on to the idea with your own things. But keep in mind those initial principles that are universal across all games.
Speaking of novelty, i think that is the main challenge here. Roblox being a huge platform with an awful recommendations system makes it difficult to show people that you have something new but here if we make it like an infinite bathroom like you showed as an example of just monsters inside thatll just be a backrooms type game wont it.
Your focus list gave me a few ideas on how we could keep the players interest in the game. For example secret locations and hard challenges which are not piggy-style where you walk away from the monster in general. I thought of making some horror like BaTIM where you solve puzzles but get scared by the atmosphere and have to level up to access certain areas while doing different tasks. Just not that grindy.
Your suggestions will help out alot in developing the main horror part of the game, thanks alot for this list
Calm Before Storm → Challenge → Reward/Relief → Repeat
as well as some kind of progression. Remember to have incentives for people to play the next day since a huge thing that Roblox tracks is whether your players return after 1 day, 1 week, and 1 month
But remember that single player games don’t hit the front page in Roblox. The audience is younger and values social gameplay w/ friends and streamer moments. BaTIM works on steam but not Roblox. You will need to add competition, co-operation, or flex-based (leaderboards, best runs, etc)
2AM. You’re driving home late-night from a cancelled airplane that was supposed to take you on a vacation. You are ANGRY, and so is your stomach for having a Talkees Chicken Sandwich from Wendeez (knock-off title). You unfortunately live far away, and this was the only thing for miles living in a rural area. You pull over, and only one other vehicle (run-down 1990’s car) is there with you. No sound, at all. You go inside, and do… y’know, with eerie effects while you are in there. The lights turn off except for one stall, and the doors all close shut/locked (you can figure out WHY this is the case).
No way out, and your last resort is to kick the lit stall open and find out whats inside. Death? Maybe. Homeless freaks? Quite possible. Fully up to you, it’s your game after all.
That sounds really nice! I like the fact that you yourself dont know the area around you so no help is coming for sure. I can see alot of story branches coming from this one.