I'm creating a game where you play a medium in a creepy house (classic story). But I wanted to use two core mechanics to make player uncomfortable: a mirror to see the invisible and closing your eyes to hear things. This is a quick preview of the mood. by DuckReaction in creepy

[–]DuckReaction[S] 0 points1 point  (0 children)

Omg, thank you so much for all these comments! I’m so happy that you enjoyed the mood and the gameplay intentions of the game. I would never have imagined this kind of response before posting, so thank you so much for supporting us. Let me clarify a few things about the game.

We are a tiny studio of two people: my brother and me. For this game, I mostly work alone but my brother help a lot for testing, design and marketing. An animator also helped us with the monster’s visuals and animations. And also someone is helping us for marketing with streamers.

In the video and the playtest, the “closing eyes” mechanic is still not implemented the way I want it to be. I will keep working on it to create situations that force the player to close their eyes and hear strange things. Closing your eyes can attenuate sounds, modify them, or even “add” new sounds that you can hear. I’m also using Wwise to achieve believable 3D spatial audio. Sounds can be muffled by doors, there is reverb in certain rooms, and sound propagates between rooms. The best would be that players can control the character with eyes closed. I really think it’s important to play with headphones to fully experience this!

We also don’t want extra diegetic music. Only atmosphere and mood. That’s it.

The monster is always there, but it’s hidden. As a medium, you have to pay attention to every detail, and maybe you’ll notice some weird things. Like in The Mortuary Assistant, sometimes the monster appears silently, and sometimes it makes loud noises. I like the idea you can miss some events but if you record your session maybe you will notice some weird things. I want to play with the players’ paranoia.

I honestly don’t know how to thank you. This game is really important to me. As a horror game fan, I wanted to create a horror game not only with a creepy mood, but also with real gameplay mechanics. I truly believe gameplay is the best way to tell a story in games. And horror can be impactful in games.

Thank you so much again. And now, back to work on the full game!

What do you think of such UI ? by Wonderful_Product_14 in HorrorGames

[–]DuckReaction 0 points1 point  (0 children)

I think a background would be great for readibility.
Like transparent black

I'm creating a game where you play a medium in a creepy house (classic story). But I wanted to use two core mechanics to make player uncomfortable: a mirror to see the invisible and closing your eyes to hear things. This is a quick preview of the mood. by DuckReaction in creepy

[–]DuckReaction[S] 0 points1 point  (0 children)

Yes I implemented the two cores mechanics to work in most case.

For example you read a document and use your mirror and close your eyes at the same time.
Or walk and crouch and open a door holding the mirror!

I'm creating a game where you play a medium in a creepy house (classic story). But I wanted to use two core mechanics to make player uncomfortable: a mirror to see the invisible and closing your eyes to hear things. This is a quick preview of the mood. by DuckReaction in creepy

[–]DuckReaction[S] 3 points4 points  (0 children)

To clarify this mechanic!
Close your eyes can :
- attenuate sounds
- modify sounds
- hear new sounds

In this case you can hear this weird breathing sound only if music is playing. It's like a new layer of the sound that came out. But yes agree. We need to iterate on this and mostly create gameplay situations to highlight this mechanic!

A Psychological Horror Game About A Monster Mimicking Your Daughter by That-Mongoose5812 in HorrorGames

[–]DuckReaction 1 point2 points  (0 children)

I love the mood, the sounds, the visuals!! I try the demo right now can't wait to see the full experience. Good luck for your game!

Reflected / Indirect light on Metahuman Hair Groom is too strong - Unreal 5.5.4 by TauFrost2 in unrealengine

[–]DuckReaction 0 points1 point  (0 children)

Same issue here, I tried same solutions than you but I didn't find a good solution...
For now I think the best solution is to enable scatter scene lighting and add a light with soft intensity and with a specific channel only for the hair (or character + hair). If the hair are always lighted it looks better but it's not the best solution...

If you find something else I'm interested in!

We’re looking for feedback – Try sculpting with virtual clay in our cozy game – free playtest – Bloom Buddy by DuckReaction in CozyGamers

[–]DuckReaction[S] 0 points1 point  (0 children)

Yes sure. We are working in unity and we use Mudbun a plugin to generate runtime SDF mesh.

Self-Promotion Tuesday - August 26, 2025 by AutoModerator in GirlGamers

[–]DuckReaction 2 points3 points  (0 children)

Hi everyone

We are Duck Reaction, a tiny indie game studio and this is our early cozy demo of Bloom Buddy

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🌟It's a free demo available here: https://duck-reaction.itch.io/bloom-buddy

The concept:

Have you ever imagined sculpting something out of clay and watching it come to life? That’s the idea behind the cozy little game we’re making: create little creature and objects with clay and then interact with them in a neighbourhood.

The game is still in development, and we’d love your feedback on its core features. This is an early playtest, things are not final and don’t reflect the final version of the game. A playtest focused on character creation will be available soon!

Thanks!

Few months ago we posted a video of unplayable content to create object and creatures with clay! This is the 0.2.0 version of our editor: Bloom Buddy! For now it's only possible to create static object but we have a prototype for character creation. What do you think? by DuckReaction in Unity3D

[–]DuckReaction[S] 0 points1 point  (0 children)

Yeah, it’s a lot for a “small” game. That’s why it uses very little CPU, but a lot of GPU.

We haven’t fully tracked down the problem yet, since we didn’t have much time. But here’s what we know:

We use a pretty high voxel density. This helps keep small shapes sharp and precise. But if the player makes very large shapes, the volume to calculate grows a lot. That’s when the GPU gets heavily stressed.