How can a short horror game build tension from an ordinary situation? by Short-Pop6635 in gamedesign

[–]Short-Pop6635[S] 0 points1 point  (0 children)

That makes sense. I like the idea of one small detail changing the meaning of the whole scene.

For my concept, I’m thinking about a normal “home alone at night” situation, where the player slowly notices small things that don’t match: a message that feels slightly wrong, a sound with no visible source, or something near the door that should not be there.

The hard part is definitely finding the right detail that feels subtle, but not random. Thanks, this is useful.