Another big part of maintaining that balance is resource management.
In action-heavy games, players can feel unstoppable if they have endless ammo and health.
But in a horror game, we want them to feel like every bullet counts, like every enemy encounter could be their last.
In action-heavy games, players can feel unstoppable if they have endless ammo and health.
But in a horror game, we want them to feel like every bullet counts, like every enemy encounter could be their last.
Comments
On one hand, the enemies need to be challenging to fight, but on the other hand, they should evoke fear.
The best kind of enemies are those that make the player hesitate, questioning if they’re ready to engage or if it's best to run
There’s satisfaction in overcoming tough enemies, but we want the player to always feel on edge, knowing the world is trying to tip that balance back toward fear.
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