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(2 edits)

Sounds and ignorance of the situation are the most important force that creates fear.

The author took advantage of this brilliantly, I don't know consciously or not.

There are so many cool horror games that can't scare you, because you know that the enemy is going to run now, or he can't hurt you or something. You're always waiting for a screamer.

And there is nothing here that speaks about the nature of what is coming. You expect an enemy in the face of a snowman, who turns out to be one, but his behavior, movement when not looking, turns out to be just a distraction. 

You don't know what the game wants from you and you're just looking for corpses, hoping that's exactly what they're asking you to do. And when you find the last one, all they give you - the words "Run" and disturbing sharp sounds that escalate the situation, but again you don't know anything, there is no information in front of the player. Where to run? Does it make sense to still look at the enemy so that he freezes, but you see that all the snowmen have started running in your direction, prompting you to run wherever you look. You run, and they catch up and overtake you, not paying attention to you. Completely lost in this environment of snowmen, until you see one among this crowd who is looking only at you. Death.

That's what I mean by misleading the player. It is necessary not to allow concentration, it is constantly necessary to distract the player, occupying him with thinking about what is happening. But few people use this technique in horror-games.
(and the music on the menu is pleasant)

This Horror -  a Masterpiece

Thanks/