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Solo dev Jason Priskomatis on his horror debut Friday Night: “Keep pushing your comfort zone”

PreMortem.Games

That passion led to Friday Nights , his debut horror game featuring voice recognition, designed to immerse players in a uniquely interactive nightmare. As weird as it may sound, some aspects of the development work faster, because I don’t have to wait for hours for a partner to answer or get back to me on a feature of the game.

Horror 104
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Scaravan 66 by Lithic Entertainment is a car-combat-roguelike straight out of hell

PreMortem.Games

We had originally been talking about making a caravan game, and now we were making a classic horror psychobilly game on route 66. ” To further enhance this experience, the team implemented a feature that helped shorten delays between pit stops. This feature was dope, so we got stubborn and made it work.”

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The Last of Us Part II's PlayStation 5 remaster features a roguelike mode

Game Developer

The PlayStation 5 remaster for Naughty Dog's zombie horror game comes with a roguelike mode for players to go through modified runs or die trying.

Horror 280
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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

Based in the city of Ohrid in North Macedonia, the two brothers Bobby and Zhanko Mojsovski work hard on their next game, the bodycam survival-horror shooter Chasmal Fear. That’s when we asked ourselves what it would be like to create a bodycam sci-fi survival horror.” Our games are made for the players.

Horror 211
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Why Horror Is the Hardest Game Genre: Scaring the Design Out of You

Game Developer

Just because your game features monsters, the dark, and even the fear of dying, does not immediately make it an example of horror.

Horror 173
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‘TerrorBytes: The Evolution of Horror Gaming’ docuseries examines and celebrates over 40 years of video game horror - pre-sales campaign on now

Game Developer

Featuring 40+ interviews with horror developers and genre experts, the five-part documentary will be preceded by a year-long series of live events exclusive to pre-sale supporters

Horror 143
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On the topic of horror, how do you make a grim subject matter feel silly spookville experience instead of actually scary? For example, the Luigi Mansion games, the Disney Haunted Mansion ride, the Medevil games, etc?

Ask a Game Dev

This is done by exaggerating certain features that humans typically find endearing and downplaying the features that humans find alarming, while keeping the visual recognizable. Second, we reduce the "fear" factor by simplifying, downplaying, or removing any elements of body horror or things that make people feel uneasy.

Horror 64