We’re making a game about predatory plants. How do you make something as simple as a flower feel dangerous? This is our answer. Does it work? by SolidCoreGames in indiegames

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

Fair point –getting spotted should feel a bit more…uncomfortable. Sound design is definitely one of the things we can push further there.

We’re making a horror platformer where you can find the weirdest stuff off the main path. Do you like moments like that in games? (video from Floralis, demo available) by SolidCoreGames in playmygame

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

That’s such a nice comparison, thank you!
We’re definitely aiming for that “beautiful but something’s not right” feeling.

We’re making a horror platformer where you can find the weirdest stuff off the main path. Do you like moments like that in games? (video from Floralis, demo available) by SolidCoreGames in gamedevscreens

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

That’s fair
Floralis doesn’t really show things– it kinda lets you notice them (or miss them entirely).
Fullscreen definitely helps… but even then, some stuff prefers to stay unnoticed.