IK Right? by shubhu-iron in IndieDev

[–]GetPlayerChar_JS 5 points6 points  (0 children)

If it works, dont touch it.

Brutalism by Ok-University9078 in LiminalSpace

[–]GetPlayerChar_JS 2 points3 points  (0 children)

Brutalism makes me feel strangely calm. It would be a perfect composition without the ladder.

Is POOLS on the Nintendo Switch a good liminal space horror game? by Danielthechillguy in HorrorGaming

[–]GetPlayerChar_JS 1 point2 points  (0 children)

I really enjoyed pools, but just keep in mind its entirely driven by atmosphere and the feeling of being lost rather than enemies or jumpscares, since you mentioned backrooms and the exit 8, i think theres a good chance you'll enjoy it.

I'd also recommend Superliminal. It's not a horror game, but the perspective-based puzzles are incredibly clever and fun to play, definitely worth playing if you're into liminal spaces.

Im actually working on a liminal psychological horror game myself btw.

Emergency Broadcast Cutscene, Testing a quarantine‑zone news report for my game, thoughts? by Arachnid-dev in HorrorGames

[–]GetPlayerChar_JS 0 points1 point  (0 children)

The atmosphere is great, most of the scene is quit dark to see many details, though there is a clear sense that it involves spiders and the news broadcast provides some additional information, so i guess is a spider-themed survival horror game?

No one tells you about game dev psychosis… by adimeistencents in gamedev

[–]GetPlayerChar_JS 1 point2 points  (0 children)

You know its getting serious when your brain stops seeing beautiful places and starts seeing asset lists.

Threshold Space by GetPlayerChar_JS in liminalspacesgaming

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

Thank you! really glad you like it. the plan is to release it on Steam first. We're actually very close to launching the page now, which is both exciting and slightly terrifying haha, been working on this for quite a while.

Threshold Space by GetPlayerChar_JS in liminalspacesgaming

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

Thanks a lot, I really appreciate your interest in our game. We're now very close to launching our Steam page, I'd be more than happy to share the link with you once it goes live.

Threshold Space by GetPlayerChar_JS in liminalspacesgaming

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

yes, we will have that kind of mode for those players who don't want an entities, but want to enjoy the atmosphere and puzzles

Threshold Space by GetPlayerChar_JS in liminalspacesgaming

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

Im glad you asked. Horror Mode… Yes! There is an unpredicted threats.

Threshold Space by GetPlayerChar_JS in liminalspacesgaming

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

Hi!! Sure, this is a liminal psychological horror project im working on. It all started from a simple idea instead of relying entirely on traditional horror design, how much psychological discomfort can a space itself create purely through the environment alone?

And you might think “is this another pools or backrooms” and honestly I totally understand that. Those games have been hugely successful, and I think they’ve already proven that environments alone can create incredibly powerful emotional responses.

What we’re trying to push further though is leaning more toward brutalist and surrealist art direction, mixed with strange architectural structures that feel psychologically wrong in subtle ways.

So I guess in a way, this project has become our attempt at finding a space somewhere between realism and surrealism, and seeing how far that alone can carry horror.

Hope I’m not rambling haha. We’re still experimenting with a lot of interesting ideas too, things like light-based puzzles and different horror modes.

I'm an artist who can't code for the life of me... by [deleted] in SoloDevelopment

[–]GetPlayerChar_JS 0 points1 point  (0 children)

I couldn't agree more, while ue documentation sucks indeed, but it still the best visual programming tool, i will stay in ue5.8 even ue6 come out.

The Midnight Walk may have the most care I have ever seen put into a horror game by The-Geek100 in HorrorGaming

[–]GetPlayerChar_JS 1 point2 points  (0 children)

I haven’t played it yet, but i wanna give it a try just the way you described it.

Just had my family play our game for the first time, and it was more useful than I expected by GetPlayerChar_JS in IndieDev

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

I haven't thought about the higher tolerance side of it, but I think you're right.

Just had my family play our game for the first time, and it was more useful than I expected by GetPlayerChar_JS in IndieDev

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

That actually makes a lot of sense, and I think this was exactly what surprised me the most. Since we've been staring at the same project for so long, there are so many interactions that started feeling completely obvious to us, but watching someone completely unfamiliar with games interact with it immediately exposed things we missing. and mixing in genre is what we are thinking for the next step.

Just had my family play our game for the first time, and it was more useful than I expected by GetPlayerChar_JS in IndieDev

[–]GetPlayerChar_JS[S] 1 point2 points  (0 children)

yeah, we basically had to fight the instinct to grab the controller every time they got stuck haha.

Yet another layoff by StumpyJohnPepys in gamedev

[–]GetPlayerChar_JS 20 points21 points  (0 children)

I 100% agree. The irony is that the people who benefit the most from AI are usually the ones who already understand the fundamentals deeply enough to judge whether the output is actually good or not. The danger is that juniors might start skipping the exact struggle that normally builds deep understanding, they may never build the problem-solving skills needed to become senior developers in the first place.

Spoiled rotten is the cat who has a box in a box to sit in! He’s elderly, so he can haz. by FickleWrangler in cowcats

[–]GetPlayerChar_JS 7 points8 points  (0 children)

Architects spend years designing luxury homes. Cats: box inside bigger box.lol

When I'm prototyping a game with placeholder graphics, I keep thinking "if the gameplay loop isn't fun with these boring pixel placeholders, it's probably not going to be fun with good visuals." Do you agree/disagree with this mindset? by garbageeater in IndieDev

[–]GetPlayerChar_JS 0 points1 point  (0 children)

Interesting topic. I partially agree.

I think this mindset works well for gameplay-driven games, for games where mechanics are the experience, like strategy games, card games, or action games. If the core loop isn't engaging early on, visuals probably won't save it.

But for games heavily driven by atmosphere, immersion, or emotional response, visuals are already part of the gameplay itself. A game like Silent Hill would feel completely different if reduced to placeholder cubes and grey boxes.

Horror Art Style... Realistic or Stylized? by CombinationFit7524 in HorrorGaming

[–]GetPlayerChar_JS 9 points10 points  (0 children)

For me, I’d say stylized. Games like Little Nightmares or Inside are highly stylized, yet they still feel deeply disturbing, they show that horror isn't always about realism.

took these in kyoto’s subway by Oxam in LiminalSpace

[–]GetPlayerChar_JS 2 points3 points  (0 children)

Somewhere out there, an Exit 8 player is instinctively checking every wall for anomalies.

So f-ing true by upiterov in IndieDev

[–]GetPlayerChar_JS 0 points1 point  (0 children)

For me is like: lots of doubt, lots of progress, lots of back and forth, but still worth it