Current Events > What would make a 2D horror game interesting to you CE?

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CommunismFTW
06/01/17 12:28:05 PM
#1:


I don't feel like some introduction but I'm a head of a horror studio which has made two AAA conversion mods in the Lovecraftian setting to excellent reviews, but small audiences. We're gearing up for a Steam release and I'm in the writing phase for some concepts. However, we don't have the budget for a SOMA or an Ethan Carter. I want to direct and write a 2D horror game, as it's often been a surprisingly good combo for me and my steam catalog.

As a gamer what would make a 2D Horror game appealing to you CE? Any subgenre will do, I'm all ears. The story will be dark, Lovecraftian, the assets will most likely be drawn. Besides for that, the sky is the limit. I'd love to hear some thoughts on what could make it successful.
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CommunismFTW
06/01/17 12:34:43 PM
#2:


Trying to avoid a Darkest Dungeon style, however. Basebuilding could be a part of it somehow but not a fan of grindy RPG elements unless I can find a way to do them well in a good loop.
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green butter
06/01/17 12:38:35 PM
#3:


what immediately comes to mind was the SA-X parts in Metroid Fusion on the GBA, where the premise was that you were constantly being stalked by this evil version of Samus. At first you'd just see Evil Samus on the other side of a wall, or below you or whatever, and that was tense, and then eventually you'd have to sneak past and finally you'd just straight up have to run from the enemy, until the very end when you are strong enough to fight.

I think that was a pretty solid idea for a 2D horror game - not that Fusion was a horror game by any means, but I definitely remember those encounters with the Evil Samus thing being pretty intense because I didn't know they were coming in my first playthrough. I think a 2D game where you are exploring and playing at your own pace, but there's this idea that you're constantly being stalked is pretty neat
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CommunismFTW
06/01/17 4:13:48 PM
#4:


That actually fits well into what I imagined for my original 3D concept before it became too expensive to create. It was basically you, an environment, and one sole antagonist you encountered.
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chill02
06/01/17 4:16:23 PM
#5:


I like it when there's environmental cues that create a sense of dread, like journal entries left behind, foreboding architecture, that sort of thing
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#6
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Leanaunfurled
06/01/17 4:20:10 PM
#7:


Atmosphere is most important to me in a horror game. I've never played a 2D horror game but I imagine I'd have a hard time getting drawn into it as opposed to when I play a 3D horror game. Something like Lone Survivor never looked scary to me at all.
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DevsBro
06/01/17 4:23:11 PM
#8:


Basically, play Lone Survivor and do the opposite of everything that game did.

That's a little unfair. It did have a few cool ideas.
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kirbymuncher
06/01/17 4:23:37 PM
#9:


chill02 posted...
I like it when there's environmental cues that create a sense of dread, like journal entries left behind, foreboding architecture, that sort of thing

this

it's also cool if you go back through the same area at a later time, having things move around / appear / disappear since last time you were there. Like, you go into a room, do something in it, come back out, and the hallway is still clearly the same hallway but has changed
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CommunismFTW
06/01/17 4:29:19 PM
#10:


To be straight and fair with you guys, this is the working concept that we're developing towards and it is these suggested mechanics that I want to incorporate into our design. This outliner is VERY conceptual. Nothing is locked in.

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Contact Lost

Humanity has reached the pinnacle of their space faring dreams by colonizing most of the solar system, with outposts on all five planets distant from Earth. An interstellar government oversees the maintenance, construction, trade and management of these colonies. First contact has yet to be made in any semblance, and it is deemed that the nearby galaxy is uninhabited and barren. This all changes when Neptune goes ‘black’ and contact is lost in a moment, and the investigation scouts sent to scour the area are never heard from. After Uranus and Saturn fall in quick succession immediately after, a gripping panic strangles the human government and all ships are ordered to evacuate to Mars and the military fleet is established in parameter.

Outlying from the Mars colony is a small frigate piloted by (name) and (their gender) crew. They listen over the communication channels and observe through radar as insanity, chaos and fear strikes the hearts of all human vessels in the distance which begin to fire upon each other – or blindly – into obliteration. All lights on Mars go black in a tidal wave, and we’re left stranded in space with no idea what is going on.

Contact Lost is a 2D sidescrolling Lovecraftian horror set in a deep science fiction based future. You are free to visit outlying asteroids, outposts, the “lost planets” and Earth itself as you struggle to uncover the mystery. Even the artificial intelligence workers and operating systems struggle to maintain composure over this presence, and turn hostile against you.

Exploration: Visit bases, outposts, ruins and lively settlements to uncover the mystery. These include NPC’s, diary entries, resource missions, combat missions and simple quiet exploration of levels (that can appear later.)

Combat: Turn based combat with minimal RPG elements is more about strategy than skills or weapon DPS. Utilize cover, flanks and know when to retreat.

Horror: Abandoned outposts, derelict vessels and barren planets house terrible secrets.

Base building: Upgrade your ship, hire more crew, manage resources and try to survive the crumbling solar system as it descends into madness.
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chill02
06/01/17 4:35:22 PM
#11:


psychological horror in space? color me intrigued
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ChromaticAngel
06/01/17 4:39:46 PM
#12:


Lone Survivor is a good start. The way it handled monsters and stealth was really good. The weird dream sequence things were kind of stupid.

Bad graphics is better than good graphics. You'll never be able to scare someone as bad as they can scare themselves. When graphics are fuzzy/unclear, people will use their imagination to fill in the details.

That's why a lot of people prefer older Silent Hill and Resident Evil.
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CommunismFTW
06/01/17 4:45:23 PM
#13:


chill02 posted...
psychological horror in space? color me intrigued


It'll have a satisfying game play loop I hope but also incorporate insanity and madness, fear and paranoia, crew management and raids/exploration of abandoned or last refuge places. I just don't know what elements to add to make it shine yet, thus, this thread.
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CommunismFTW
06/01/17 5:21:13 PM
#14:


Bump
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