Enemy design is where action and horror come together.
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
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
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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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