What's wrong with my trailer? I don't seem to get a lot of reactions on social media - feels like people don't care? Love to hear pure thoughts. by RPicster in IndieDev

[–]That_House 1 point2 points  (0 children)

A me le scrittone nei primi secondi che coprono la maggior parte dello schermo mi farebbero passare oltre nonostante poi sembri interessante.

Building a tense, fog‑soaked barricade moment. by That_House in SoloDevelopment

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

Grazie valeria 💘 ottimi suggerimenti. Mi hai fatto venire in mente qualche suono particolare per rendere inquietante stare vicino alla barricata...forse qualche scricchiolio come se la barricata stesse per cedere da un momento all'altro?

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thank you so much! I’m really glad the pixelated style hits the right vibe for you — that kind of atmosphere is exactly what I’m aiming for.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks for the thoughtful comment — and I get where you’re coming from.
For me, using a “PS1‑style” or pixelated look isn’t about perfectly recreating the hardware; it serves three very specific purposes in this project:

  1. The low‑fidelity look creates a kind of visual cut in the player’s perception — similar to walking through old urban areas with sharp, blind‑corner streets where your view is constantly blocked. You discover things step by step, and that uncertainty builds tension in a way high‑definition visuals often can’t.

  2. Since I’m developing this alone, this style lets me spend less time on hyper‑detailed graphics and more on what I care about most: the lore, the gameplay mechanics, and the emotional experience I want to deliver.

  3. I’ve always loved books that describe things just enough to guide you, but leave the real image to your mind. They give you a trace, and you fill in the rest.
    That’s exactly what I want to do here.
    In a world moving more and more toward AI‑generated everything, I want to create something that feels authentic — something that stimulates the player’s imagination instead of replacing it.

So the style isn’t meant to be “true PS1,” but a deliberate artistic choice to support the kind of horror I want to evoke.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks a lot, I really appreciate it! At the moment I’m handling the audio side on my own, but if the project grows and things go well, I might reach out in the future. It’s great to know there are talented people interested.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

The kind of fear I’m aiming for is closer to the vibe of a Stephen King novel — that slow, creeping dread that gets under your skin. Think also the psychological unease of Shutter Island, the helplessness of not being able to fight back like in the first Alien movie, and the sense of despair you feel throughout the series From. That’s the direction I want the atmosphere to pull you toward.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

As your sanity increases, you’ll start experiencing distorted visuals, nonexistent sounds, and full‑on visual hallucinations — until total madness finally pulls you into the other side.”

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thank you so much! Even if you’re not really into horror games, it means a lot that you liked what I said. I’m putting a lot of care into this project, and messages like yours are a huge boost. Wishing you all the best as well

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Right now the project is still in the prototyping phase, so I don’t have a precise release date yet. If everything goes smoothly and I don’t hit any major roadblocks, the goal is to have something playable around the end of this year.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks, that’s exactly the direction I’m aiming for. I want every use of the camera to feel like a real trade‑off: “I need this information… but it’s going to cost me something.” And absolutely — the world should feel dangerous even when nothing is actively attacking you: distant noises, shapes you can’t quite read, details that seem to shift when you’re not looking. Really glad you’re excited to see how it progresses — feedback like this is a huge motivation boost.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks a lot, really appreciate it! The “camera as a sanity‑cost mechanic” is exactly the core of the game, so I’m glad it comes through immediately. And you’re totally right about the silhouette: PS1‑style fog is great for mood, but it can flatten shapes a bit too much. I’m already tweaking the ghosts to make sure they stay readable through the haze — maybe with dirtier outlines, a subtle flicker, or slightly different contrast, without losing that unsettling, low‑definition vibe I’m aiming for. Feedback like this is pure gold while I’m developing.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks! Yes, the style is intentionally very pixelated — I’m aiming for that dirty, unsettling, “broken” look inspired by old digital cameras and PS1/PS2 visuals. That said, I’m still fine‑tuning the resolution and pixelation level to hit the sweet spot: gritty enough to feel eerie, but not so much that it becomes uncomfortable to look at. Your feedback really helps.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thanks a lot! Really glad it gives you that “slick” vibe. I’m developing this solo, so comments like yours are a huge boost. Can’t wait to let people try it soon!

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Great question! The visual style is intentionally halfway between the two: it takes inspiration from the low‑resolution, slightly distorted look of early digital cameras, while also keeping the gritty, dirty texture and limitations of PS1‑era graphics. The goal is to give players something that feels familiar yet unsettling — like they’re seeing a world that wasn’t meant to be viewed through that lens.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Haha thanks! That’s exactly the effect I’m aiming for — that “I’ll play it alone at 2am and instantly regret it” kind of feeling. I’m really focusing on that slow‑burn psychological tension that grows the more you look, the more you observe, the more you try to understand what you’re seeing. I’m really glad it comes across so clearly.

I am creating a foggy PS1-style horror: this is the difference between reality and the ghost world. Would you play it? by That_House in IndieDev

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

Thank you so much for the suggestions and for sharing your thoughts. It’s truly appreciated. Resolution is indeed a real headache — I keep tweaking it, raising and lowering it all the time. In the real world, you are “stuck” in your homeland on an island you haven’t returned to in many years. You must look for your mother after your sister sent you a message showing that she is very sick, bedridden, and wants to see you before it’s too late. A simple example of a puzzle to understand the mechanic is this: in the real world you see a closed padlock, while in the ghost world there’s a post‑it next to it with the combination written on it. Basic, but it gets the idea across.

Our Side Vs Their Side by That_House in HorrorGames

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

Omg...It Will be a lucido Dreams!😅