Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

One thing that I always wish horror games like fnaf had was variable jumpscares, and there's probably an optimal way to do it.

They always have less impact after a few losses, so maybe the first jumpscare is always guaranteed to be set to default, but with each progressive jumpscare, the chances of getting a different scene increase, so that by 2-4 times of losing to a character, you get a second scene. Perhaps there is another even rarer scene that only happens 1 in 30 times to really catch you off guard, and can only becomes a possibility after you have gotten all the other scenes at least once or twice. If a player loses once, they might not necessarily lose to that same mistake again, but if a player is losing multiple times, they are probably going to continue struggling, so it makes sense to have scenes get progressively more rare.

Anyways, I've thought about stuff like this alot. Just another potential reason that In-heat will objectively be the fnaf-killer of all time.


FNAF-Killer seems a bit much. xD I mean, they are different games considering In-Heat is an NSFW title. Let's just love both titles equally. =3

Either way, I agree that variations of jumpscares could spice up the game. I feel like though the ones there should be polished up a bit first too. Not to mention the mechanics. The girls are standing way too long outside the doors which does ensure the jumpscares aren't surprising for the most part.

(4 edits) (+1)(-1)

The Fnaf Killer thing was mostly a joke, but it is cool to see the gameplay improvements and design choices they make :P. (besides, fnaf already has the rule 34 covered.) Jumpscare thing does depend on how much work it would be, and what they are prioritizing, but considering it is an nsfw game, it seems a valid thing to put effort into. Interesting point on bringing up them standing outside the doors, I hadn't given that much though. Maybe its necessary since, unlike fnaf 1, you don't have the light switches, but it might be interesting to have them stay in the hallway for longer, and cut the time spent near the doors in half, That could incentivize players to spend more time in the screens preparing for cycles and less of their focus on simply reacting. There should be a right balanced where you don't feel caught totally off-guard, but are also surprised to see them if you weren't properly prepared and expecting them.

(+1)

Yeah. When they are in the door, it should be tense and not them standing there for a minute straight. xD The lighting is an interesting point. I suppose it is bright enough to see them easily which can be trouble for the door sequences. Hard to say if maybe a bit lower lighting could be interesting or playing with the idea of shadows. Either way, I imagine movements could help. There is bunny girl for example glued to the window and I think it would be interesting if she suddenly jumped away. Just to show dynamic movement to signify them as threats.