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Effective at creating tension. The window for predicting whether you need to be on the left or the right is so small, especially as it appears to speed up, that you as the player get more and more focused on the game. And its when your focus is at its highest, when you've made it the farthest in the game, that it's abruptly disrupted with the jump scare. In a phrase, this game used good control over the players attention to elevate the scare.

Impressive you got this done in just a few hours. Good work!

Thank you very much for your feedback. Talking about window, the one in the room was about to be a first jumpscare but had no time (so I missed updating the audio before the deadline). I wanted the player to focus more and more on the minigame so is his stress: increasing. I think I probably spend less than a classic work day split in 2 evenings doing so avoiding spending time on creating art but tried to smartly choose assets and build this prototype.