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Please give me a horror game STORY

A topic by kamiar askari created Jan 24, 2023 Views: 386 Replies: 11
Viewing posts 1 to 4
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I'm working on horror game in subway,

I thought a lot about the scenario, but I didn't come up with a specific idea. I would be happy to hear your ideas

For now, I think that the story will start from inside the subway and in pov

And it ends at the train station, a short horror game, about 15 mins

I am doing graphics



What about this: everything starts normal, player is in subway train together with other passengers while train is moving. After couple minutes, the light begin to flicker until it goes out for 2 seconds before light is back on for couple minutes. During the black out, some passengers are gone. Even worse, the chair and train props where those passengers were are gone too. This event repeats every couple minutes, until it leaves player on his/her own.

You can decide the ending yourself.

that wasa god level idea man, thnks , I have some limitations, including the number of characters, because the characters need animation, and it is difficult for me, but I will bring a large number.

(1 edit) (+1)

Oh i know, You play as a passenger who wakes up on a seemingly deserted subway train, but as you explore the carriages, you realize that the train is stuck in a time loop, reliving the same journey over and over. The other passengers are all asleep and they don't seem to notice that anything is wrong. However, every time the train reaches its destination, strange things start to happen and the passengers start to behave abnormally. It's up to you to figure out what's going on and find a way to break the time loop before it's too late.

Btw, good environment:)

It is difficult to make a puzzle with sleepy people and there is little space in the subway to put puzzles, but i like the loop idea



I changed the seats and lighting, I think the green light was not so scary

Well then if your going for an adventure, sneaky kind of horror experience rather than messing around with puzzles, its always good to leave some areas with triggers activating some kind of event like a jump scare or add some little things that the player can interact with like flashlight(it can be turned on and of), some sort of button that can be used to open doors, or pickups (locks or a password pad) things the player can read like papers on the ground. i am not a horror game guide guru or anything i also just started making my first horror game, any ways good luck :) 

I will definitely do full of  jump scares, like some scary faces behind the window, and recently learn how to make a password 

Thank you and I will be happy to let me know when your game is published 

ill be sure to tell you :)

Why did you make a level design before you knew what you wanted it for?

Anyway, if you want to not have to animate any of the NPC's, how about this: early on, have the train running, with most people asleep (do small animations like breathing, tapping toes, looking on phone, etc. so it doesn't look like a traincar full of mannequins). Then, you notice that you start going through a tunnel that has odd stone and strange symbols etched into the walls. Suddenly, the train moves into a tunnel of some strange-colored light, which quickly becomes blinding. As soon as the light fades, you find yourself travelling through some strange cavern instead of a subway, and everyone on the car has vanished. You then proceed through the cars, solving strange cryptic and supernatural puzzles to allow you to move forward and find the secret of what's happening... HINT: It was a derailment... you died and are in hell.

I actually figured I'd go one better and I asked ChatGPT for you:

"I have a 3d asset of a subway car. I'd like to use it in a horror game, but I don't want to have to make many character assets or animations, so I'd like an idea for a horror game that takes place on a subway car with no other people on the train."

"Here's an idea for a horror game that takes place on a subway car:

Title: "The Last Train"

Plot: The player takes on the role of a subway passenger who is the only person left on a seemingly endless subway journey. The train keeps passing by ghostly and abandoned stations, and strange things start to happen. Doors randomly open and close, the lights flicker, and the player hears ghostly whispers and footsteps.

Gameplay: The player must navigate through the subway car, solving puzzles and finding clues to uncover the mystery of what happened to the other passengers and why the train is stuck in this never-ending loop. The player must also avoid supernatural entities that haunt the train and try to stop the player from uncovering the truth.

As the player progresses, they'll discover more about the history of the subway line and the events that led to the train being stuck in its current state. The player will have to use their wits and quick reflexes to survive and finally reach their destination.

The subway car asset you have would be the perfect setting for this kind of game, as the tight and confined spaces of a subway car can add to the sense of unease and horror."

I always do the graphics first, I believe that when you are in the environment and go around there, the ideas just come, i really like your idea and of course that dangerous GPT:) 

i was thinking that after disappearing people and that strangelights, to make the items easier, a female voice in the speaker, says the tasks, and this voice should be so wired, And if we show that the character is in an illusion and a dream and at the end he wakes up and sees that he fell asleep in the first place and has been sitting all of the time.

  The car arrives at the station and the door opens, passengers leave the door and the last person the character sees in the station, is the main scary character

That could work well, but be careful to make everything in the game happen for a reason. I used to teach screenwriting at a film school and one of the major things that make people roll their eyes at a story is the "it was all a dream" scenario retconning the whole thing at the end... in other words, waking up from a dream and realizing that everything you just did or saw was completely pointless. Think about Silent Hill... everything isn't necessarily real, but what happens in the "fake" world is driven by events in the real world. Creature designs are based on various psychological issues the characters face, and the strange events that take place in the dreamworld are connected to or metaphorical for something that actually effects the story.

Try to think of ways to connect what's happening in the dream to actual events in the protagonist's life. Puzzles and interactions should be indicative of something that matters to the character, some subconscious lesson their mind is trying to teach them, taking the form of the scary creature (which, in the reveal at the end, can be interpreted a number of ways... either the character gave so much mental focus to it that they actually created it in Tulpa fashion... or maybe it was real all along and was responsible for whatever took place in the protagonist's life).

The cool and fun thing about this is that you don't actually have to explain any of this in the game, and you really shouldn't. There's another rule in storytelling that video games (and anime) are especially good at breaking; show, don't tell. If you think of the entire reason for every creature, puzzle, event, etc. in your story, and let that guide your design, then players will be able to piece together the mystery of exactly what just happened on their own, even if you don't tell them or give subtle dialog hints (ie. "That voice over the loudspeaker... it sounds... no, it couldn't be... but it sounds just like HER..."), and make for a much more enjoyable experience. This could actually be a tremendous marketing help for your game if you get Let's Players to come up with theories about what they just played to add more mystery and suspense.

And, for good measure, I asked ChatGPT for some ideas as to what the subway car itself could represent psychologically:

"A subway car can represent many different things in a dream sequence, as it is a common symbol in dreams that can have many different interpretations. Here are some ideas to consider for your story:

  1. Confinement: The subway car can represent a feeling of being trapped or confined, as the protagonist is trapped in a small space and unable to escape. This could reflect the protagonist's feelings of being trapped in their own life or situation.
  2. Journey: The subway car can also represent a journey, both physically and emotionally. The protagonist's journey through the subway car in their dream could represent their journey through life and their internal struggles.
  3. Anxiety: The crowded and fast-paced environment of a subway car can represent feelings of anxiety and stress. The protagonist's experience of this in their dream could reflect their feelings of being overwhelmed and stressed in their waking life.
  4. Fear of the unknown: The subway car can also represent the unknown, as it takes the protagonist to an unknown destination. This fear of the unknown could reflect the protagonist's fear of the future or fear of change.
  5. Powerlessness: The protagonist's experience on the subway car in their dream could also represent feelings of powerlessness and helplessness, as they are unable to control their journey or the events that unfold.

These are just a few ideas to consider, and the interpretation of the subway car in the dream sequence will ultimately depend on the individual story and the protagonist's personal experiences and fears."

i love this part "connect what's happening in the dream to actual events" This gave me a lot of ideas

TNX