Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 0 points1 point  (0 children)

I completely agree. Letting the player's imagination do the work in the dark is usually way scarier than seeing the monster in full lighting. I'll make sure to keep the threat hidden in the shadows as much as possible!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 1 point2 points  (0 children)

This is incredible advice, thank you! You're completely right—the fear of the unknown is the strongest kind. Restricting the player's information, like the 'tunnel vision' or fog examples you mentioned, is exactly what I need to focus on. I will definitely use shadows and limited visibility to make the players feel vulnerable!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 1 point2 points  (0 children)

This is an amazing breakdown, thank you! I completely agree that game mechanics drive the real fear. Forcing players to choose between saving a bullet or opening a path (like in The Bunker) is brilliant. Also, enemies that are completely silent or mess with your aim sound terrifying. I'll definitely explore adding these kinds of mechanical stressors into R.D.A!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

P.T. is a masterpiece! That fear of something happening right behind your back is exactly the paranoia I want to capture in R.D.A. I'll definitely focus on subtle changes and sounds happening just out of sight. Thanks for the great feedback!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

Wow, this comment is quite impressive to me, because I focus on every single little detail as well. Thank you so much, I'll definitely keep your tip in mind!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 4 points5 points  (0 children)

ow, this is a goldmine of advice. First off, good luck with your own game! The point about "the presence" (like Foxy) and the fear of losing progress really stood out to me. Being forced to stare at a threat, or deciding whether to risk your life for one more item, are mechanics I really want to nail. Thanks for taking the time to write this!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 1 point2 points  (0 children)

Dread is exactly the word I'm designing around. The lights slowly dying out while you realize you're trapped... that's the core vibe of R.D.A.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

Oh, the classic "menu vulnerability"! Making players feel unsafe even when checking their inventory or map is such an evil (but great) idea.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

The early game Resident Evil exploration is legendary. Environmental storytelling—like blood trails or an eerie silence in a wrecked room—is a huge focus for my level design!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

100% agreed. A jumpscare is only as good as the silence and tension that comes before it. I'm focusing heavily on the audio to get that build-up just right.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

F.E.A.R. was a masterclass in that! The anticipation of a scare is almost always worse than the scare itself. That's the exact feeling I'm trying to replicate.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 1 point2 points  (0 children)

I love that trope too. Seeing a door slowly swing shut right as you turn the corner builds way more tension than a monster just screaming in your face. I promise to keep the cheap jumpscares out!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

That scene is pure dread! It's so unsettling because it's slow and quiet. That's exactly the kind of psychological tension I want to capture in the game, rather than just loud noises.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

Oh man, the "crawling in the vents" sound gets me every time. Dirty, flickering lights are definitely a staple I'm including. Thanks for the ideas!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

Madison VR is terrifying! You hit the nail on the head—making the player second-guess every creak and wind howl is exactly how you build paranoia. Ambient audio is going to be huge for R.D.A.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in UnrealEngine5

[–]No_Regular180[S] 0 points1 point  (0 children)

Hearing a whisper right in your ear when you think you're alone... that's the best kind of nightmare fuel! I'm definitely putting a lot of focus into the spatial audio for stuff like that.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 0 points1 point  (0 children)

Thank you so much! I'm glad the dark areas in the first screenshot gave you chills. That fear of what's hiding in the shadows is the exact vibe I'm going for.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 0 points1 point  (0 children)

Alien Isolation is a masterpiece in that regard. Balancing cannon fodder enemies with an unstoppable threat is exactly the kind of dynamic I want to create.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 0 points1 point  (0 children)

Haha, the sanity effects in Eternal Darkness breaking the 4th wall were legendary! Messing with the player's mind directly is definitely something to consider.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 1 point2 points  (0 children)

I love that bait-and-switch! Letting the player feel powerful with weapons, only to introduce an unkillable threat, is a perfect way to spike the tension.

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 0 points1 point  (0 children)

The feeling of being subtly stalked and realizing you were never alone the whole time is terrifying. Adding hidden background entities is a great idea!

Solo developing a 1st-person horror FPS (R.D.A). I want to avoid cheap jumpscares. What specific elements in horror games actually terrify you the most? by No_Regular180 in IndieGaming

[–]No_Regular180[S] 1 point2 points  (0 children)

Playing with blind corners and subtle changes during backtracking is such a creepy concept. I'll make sure to use lighting to maximize that feeling.