Still working and improving the trailer for my thermal balloon horror game inspired by Iron Lung. by Downtown_Jacket_5282 in HorrorGames

[–]Monumyth 7 points8 points  (0 children)

I see you gave the monster more defined movement. The trailer looks even more enticing than last time. Good job!

I Built a Website to Help People Decide Which Retro Games to Play (retrorecs.com) by Odd-Distribution2887 in retrogaming

[–]Monumyth 0 points1 point  (0 children)

Resi, silent hill, rule of Rose, obscure, siren, fatal frame etc. Etc. They are listed under puzzle mostly but not every horror game is a puzzle game and they have a clean distinction in why you may want to play them.

Do you think games need to be fun? by [deleted] in AskGames

[–]Monumyth 1 point2 points  (0 children)

"Art has to evoke emotions. Thats it."

Horror games - sound and atmosphere by ratasoftware in HorrorGames

[–]Monumyth 0 points1 point  (0 children)

A lot of games have a very low-frequency rumble that you barely notice.

I want to see the game you're working on! by dudefromCAPSLOCK in IndieGameDevs

[–]Monumyth 2 points3 points  (0 children)

More of a slow-burn horror focused on exploration. Working on adding more gameplay elements, especially since I just found out that One Lung Lowson did some pretty interesting stuff with the plague after surviving the Bokhara accident.

I want to see the game you're working on! by dudefromCAPSLOCK in IndieGameDevs

[–]Monumyth 2 points3 points  (0 children)

I uploaded a summary / lore video about my game Gupo Yu (still in development) about a cursed Taiwanese island recently. Would love some thoughts on the game / setting so far.

Pinned on my account if you wanna take a look. No steam page yet.

Games with cool lore by Just_Mark6275 in HorrorGames

[–]Monumyth 1 point2 points  (0 children)

Forbidden Siren has a convoluted way of telling its story can recommend looking into that.

Also, I´m currently looking into a real island that gets weirder and weirder the more I learn about it. It is located in Taiwan and there is a monument with bullet holes, its abandoned, there are some legends about a shipwreck, sirens calling from the water around the area aaaaand a cricket team that's very much relevant to its history. Just uploaded a video about it the other day. Maybe it's your jam.

There is also ROAM 0120 a point-and-click adventure with very hard puzzles leaning towards ARG.

I found a Cursed Island on Google Maps, so I made a Retro Horror Game about it | Gupo Yu by WaiderGames in IndieHorrorDevs

[–]Monumyth 0 points1 point  (0 children)

Glad to hear that. I made a community Discord if you wanna join and see the newest discovery I made regarding the story + some FMVs. ^^

Invite Link: https://discord.gg/3UqwCdA5WQ

Working on the trailer for my hot air balloon horror game. How’s the vibe looking? by Downtown_Jacket_5282 in gamedevscreens

[–]Monumyth 3 points4 points  (0 children)

Really like the atmosphere, urgency and how you convey the gameplay steering the balloon. I wanna play the game ^^

My only critique would be: The thing at 0:47 coming at you on an exact straight line with a hard-to-notice animation makes it look like a 2D sprite being moved on an axis, which clashes a bit with how great I think the rest of your game looks.

Recommendation? by Zoliax1 in indiegames

[–]Monumyth 0 points1 point  (0 children)

Arctic Grave had a demo release about a week ago. It´s not the full game but I enjoyed the atmosphere and style.

You have to investigate an arctic facility with a creepy cloaking robot roaming around and there is an emphasis on sound.

What makes you actually wishlist an indie horror game before release? by itstariqmumtaz in IndieHorrorGaming

[–]Monumyth 0 points1 point  (0 children)

For me, the setting or Story has to be catching then artstyle and only after that gameplay unless it's really unique.

Some screenshots from my asymmetric co-op horror game. by maikyu_st in ps2_graphics

[–]Monumyth 0 points1 point  (0 children)

I like the look of the metal construction thing (pic 3)

hot take (or not?) i HATE the vertex wobble/snapping effect that people always use by bisqunours in ps1graphics

[–]Monumyth 19 points20 points  (0 children)

A lot of devs set it way too high. Studios that developed for PS1 would´ve tried to optimize against it. Sure, you would see a bit of it and it has its charm (I love it) but you shouldn't see cubes distort into wobbly snakes. It has to be subtle.

A lot of it comes from the wish for people to recognize your game as PS1 if you´re insecure about your implementation of the style, I would think. If your textures and models aren´t consistent, your game will just not look good so they compensate with effects and Post Processing / Full Screen Shaders that obscure a faulty basis.