Less is more. Balance of narrative and action in the scare

As a solo developer and producer who has released several titles for all consoles before, scare has a special fondness for me because it’s the first title I’ve made with a team, albeit a small team of three talented first-time developers who helped me shape the narrative aspects of scare.

I’ve developed three horror titles before and realized through the journey of the pitfalls of indie game development, balancing narrative and action is a real hurdle.

As an indie developer, you’re not only trying to overcome major hurdles like budget concerns, but also technical issues. Fortunately for us, developing for Xbox consoles was a very rewarding process. The IDXbox team was very patient and helpful with us during the certification process for scare. Knowing about our engine, which is Unreal Engine 4 to be exact, also helped us a lot to update our vision.

Our vision for scare It was simple: make a horror experience short, but intense and atmospheric. We wanted to keep the interactive elements simple from the ground up and we wanted players to focus on the narrative concept we were trying to establish. One of the main pitfalls for indie horror games is writing backstory “too much”… Gamers know they’re playing an indie game on a relatively short budget, so they want to experience something more unique, contrasting, and distinguishable .

So what we did for scare was to write a deep, multi-layered story with several different characters and created a story for the player to experience just at a glance. It was really difficult for us to remove most of our literary material, but it was necessary for us to finish the game the way we envisioned it.

Players will encounter a number of quite interesting and ghoulish characters during scare but they will only experience a fraction of their lives. This may sound like a risk that can turn off some types of players, but hey, what’s the point of being an indie developer if you can’t be bold enough to take such risks?

At the end, scare it’s a short horror game but it’s full of provocative incidents and creepy and creepy characters at every step you take, and for most of the characters you meet in scareit could be your first and only time to find them.

We think this opens a door to replayability and also a lot of possibilities for a sequel. We’re eagerly awaiting audience responses to every layer of the backstory in scare.

Here is also an interesting question:

When you meet an interesting character just once in a horror game, how does that character impact you?

The answer is simple: you will begin to imagine things about that character. And we believe that sparking a player’s imagination in a horror game is the best an indie developer can do in this genre. It would be our ultimate reward as developers for afraid Dive into scare Today, it’s out now on Xbox!

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