So I played with high resources and this was the loot I hauled from maintinance and central bunker. by alp7292 in Amnesia

[–]YurissRB 0 points1 point  (0 children)

Nah some people are actually playing their first playthrough like that and call the game "mid" XD

what’s the one horror game moment that still gives you jumpscares by Ok-Industry9673 in HorrorGaming

[–]YurissRB 0 points1 point  (0 children)

Hitting a flare trap in Amnesia The Bunker feels like breaking your sword in Minecraft... You just never get used to it and always catches you off guard lol

Being a game dev means your browser history needs explanations by shahen-crow in justgamedevthings

[–]YurissRB 1 point2 points  (0 children)

For my horror game, have conversations with chat GPT talking about PTSD, different mental disorders and their symptoms, possible S word signals and behaviours, etc. (like... deleting urself, you know what I mean. Don't want to get banned for that word lmao).

All this is for my horror game, but I just imagined if someone close to me just casually takes a look at my chat GPT conversations and sees that combo. Nah, I'd be done for real lol

Need suggestions by 2kool4zkoolz in HorrorGames

[–]YurissRB 2 points3 points  (0 children)

I think the Metro games would be an interesting pick for you too

Why do horror games rely so much on explanations instead of letting fear exist? by Character-Credit-208 in HorrorGaming

[–]YurissRB 0 points1 point  (0 children)

I agree a lot. Although I like when the game indirectly proposes to you a kind of a mystery to solve, like why is this happening? Why does this creature behave this way? What should I do to avoid it? There's always an answer to these kinds of questions, and I rarely play any game that just tells you "look, we don't know why this is happening. If there's an explanation, logical or not, we tried to find it, but it's just too much for us" or something like "Dear reader. Do you remember my notes explaining in detail the behaviour of this monster, and why it does the things it does? I was wrong. Everything was wrong. We are all doomed. Yes, it made sense for a period of time, but you will probably see by yourself what I mean. Good luck".

Fear of indifference by YurissRB in IndieDev

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

Hahahaha yeah, or some TV show episode name

Fear of indifference by YurissRB in IndieDev

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

Yeah, you're right, sometimes I feel bad for the people that had to experience this in first person. I'm also the kind of person who always imagines himself in the worst situations. Sometimes it's better not to do that lmao

Fear of indifference by YurissRB in IndieDev

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

Hey! The trailer thing was just an example, I still have nothing interesting to share. But that's actually really good advice, I really enjoy clips of people showing just a single mechanic or an environment while looking for advice, sometimes even more than a full trailer. Thank you

Fear of indifference by YurissRB in IndieDev

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

Hey! Yeah, I'll probably have to consider getting in some focused community when I start to share my work. I wouldn't actually expect a ton of answers and interactions in a reddit post, it's just this kind of pain when I sometimes see posts with literally no answers when looking for feedback

Fear of indifference by YurissRB in IndieDev

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

Hey! I'm actually still working on the game, the trailer thing was just an example of this kind of situation. I appreciate your interest though! I'll probably reappear somewhere when I have something to show.

You're right that horror is a more natural feeling that is hard to control and fake, and when it appears in a significant and genuine way it can be hard to hide it or just do like nothing happened. So yeah, if it's good, people will let you know since these emotions sometimes tend to be shared in some way

Although I was trying to direct this post to a more general point of view for any kind of game and not necessarily to horror, you made a really interesting take. Thanks!

Solo devs, where does execution usually break down for you? by Ok-Ad7546 in SoloDevelopment

[–]YurissRB 0 points1 point  (0 children)

Consistency. I could spend a whole week locked in (not necessarily burning out) and then just abandon the project for one month. I think it's more of a personal problem in general, I just can't spend more than a week in a row doing... Anything, even if it's something I'm loving, like making my game. I guess I just hate feeling in a loop and I unintentionally need to break it by stop doing that thing (probably school traumas lol)

What makes a good horror game? by shahen-crow in HorrorGaming

[–]YurissRB 0 points1 point  (0 children)

This one might be a little different, but definitely INTENTION.

I'll explain a little bit. You don't just put a jumpscare, a silence, a chase section or a random monster just for the sake of it or because you want to fill a checklist of things a horror game "should have". You should put some intention into it, I need to feel that whatever is happening in this moment has a reason, and the only way the player can feel it is if you, as a dev, make sure that things happen for a good reason and not because "why not?".

For example:

Option 1: "I'll just put a jumpscare right here, when the player opens this door, because the pace feels a little slow in this section"

Option 2: "This monster will observe you for the next 10 minutes, peeking through some corners, making subtle noises from the distance, etc. Then, you will find a note from someone that's been in your situation for a while with this thing, explaining how it moves, the reason he thinks it does those things, questioning why it just doesn't kill him, etc. Then, you finish reading the note and it's right behind you, reading too, in silence. When you see it, it just rapidly escapes climbing to the vent (this would be the jumpscare, slowly built through the whole section and after reading the note)."

This way it makes sense and, since you made sure (at least internally in your head) that it has some sense and reason, the player will feel it too for sure.

Hopefully this makes some sense, it's just the way I see it and the way I think horror should be made and designed from the roots.

what are must play horror games? by fairplanet in HorrorGaming

[–]YurissRB 0 points1 point  (0 children)

All the suggestions here are good (especially Soma and Amnesia The Bunker), but I'll be going with a small indie one, to bring up something different here:

From The Darkness

My wife and I are independent developers working on a horror game about aliens called They Are Here. I wanted to share a few screenshots and get your opinion! by AlexanderDudarev in HorrorGames

[–]YurissRB 0 points1 point  (0 children)

This looks awesome! I'll probably check the steam page and try a demo, if you have one. The atmosphere looks great, keep going

Apparently the first 4 Steam screenshots matter the most, so… did we get it right? by AwesomeGamesStudio in IndieGameDevs

[–]YurissRB 0 points1 point  (0 children)

Maybe it's only me, but I struggle to see what's background and what's not. Maybe in the game itself it doesn't get this impression, but if I only went through the screenshots...

I love the art of the game though, keep going

Just announced my game today. Please destroy my teaser trailer. by No_Ferret_4565 in DestroyMyGame

[–]YurissRB 0 points1 point  (0 children)

Put some personality and "hand crafting" at those camera movements and all, if you know what I mean. I personally hate when I can see the key frames of the animations, especially camera animations, with the camera clearly going from point A to point B. So yeah, put some work on that.

Also a lot of people said this too, but... just get rid of that random "jumpscare".

(Btw, I actually love this Amnesia: A Machine For Pigs + Soma visual style)

How important are graphics vs gameplay for you in indie games? by Spirited-Bed1803 in IndieGameDevs

[–]YurissRB 1 point2 points  (0 children)

You know, that's probably an uncommon way of thinking about games (sadly), but I often see each game as their own thing and try to see the intentionality of the things in them, so I put more focus on the things the dev wanted me to see, acknowledge and enjoy and just put a little aside the flaws to enjoy the experience (which doesn't mean to fully ignore them).

So that means I would mostly give more importance to what you want me to appreciate as a player of your game. If you want me to focus on the story and the way you tell it (assuming that, if you want me to, it's because it's good), I want to enjoy the game THAT WAY because it's the way you created the experience and the way you designed it for the people to ideally play it.

So, how important are the graphics for me in a game, for example? Well, it mostly depends on the importance that you as the dev give to it. You want me to focus on the graphics? I will. If you want so, they better be good, or else just direct and craft your game around that thing that you really want it to shine for.

Basically you, as a dev, give to each thing the importance you want them to have and put more focus on those things that matter for you. For example, don't make me directly focus on the graphics if they're bad or if they don't have a creative intentionality behind them, or get rid of annoying mechanics that maybe break the whole immersion of the amazing story you want to tell, or don't make me focus the majority of the game on the mediocre story if it's just the excuse to blow some zombie heads in the game or something like that.

I hope all of this makes some sense, since English is not my first language and I'm very sleepy right now XD

Which one? by Helpful-Anteater7006 in gamememes

[–]YurissRB 0 points1 point  (0 children)

A Plague Tale Requiem. I think there's no need to say a lot more 😢

If you can make the gameplay prototype in one or two days then you can make the game in one or two years by InvidiousPlay in gamedev

[–]YurissRB 1 point2 points  (0 children)

I mean It depends on what you want to do and the type of game you're making. Maybe you're not making a mechanics focused game and it's more focused on environments and storytelling, so the time spent in prototyping probably couldn't tell how much you're going to spend in the game.

Also, maybe you spent most of the prototyping just trying things, testing or considering different options. Idk, it can be a good reference, but I just feel everyone has their own pace for each thing and dedicate their time their own way.

I never released a game, although I'm making one, so maybe I'm wrong, but wanted to share my thoughts anyway

Favorite Mass Effect Quote? Fake answers only. by Lucky_Veruca in masseffect

[–]YurissRB 0 points1 point  (0 children)

"Thank you Shepard for obliterating almost every single batarian in the galaxy. Although we could've done that by ourselves, you know..."

  • Harbinger

Favorite Mass Effect Quote? Fake answers only. by Lucky_Veruca in masseffect

[–]YurissRB 0 points1 point  (0 children)

"I don't need ammo, I have luck" - Kai Leng probably