favourite aspect: Elements of the deep sea and sea monsters are great for horror games
least favourite aspect: "Controls spread out into the entire submarine" seems to abstract too much players' attention, if players can't pay enough attention to the environment around them, they might be less likely to be frighten
small suggestion: The sonar system may be useful in creating a sense of mystery and tension.
1) Submarine theme helps a lot with the horror theme as they tend to be tight and claustrophobic adding to the desired experience
2) Controls for ascending and descending the submarine might be annoying to the player depending on how its implemented, having to run to one specific point over and over in a massive submarine while there's other tasks to do seems tedious for example
3) Maybe make it so the submarine has a set route where it descends and ascends on set points as sort of a time constraint on the player
What is your favourite aspect of the proposed game? Why?
procedural level generation sounds good in a horror games whcih are usually not much replayable
What is your least favourite aspect? Why?
Otherwise the idea seems pretty generic. Of course you guys will find interesting twists and so on, but beware to not make it just another horror puzzle game
Which single change or addition would you suggest to most improve the game?
In the mentioned Amnesia the Bunker game you actually have a safe/save spot as far as I know, which is nice to have to reduce stress while playing.
My other two cents are that making the AI being both engaging but not too hard, ánd work with the procedural levels seems very complex.
What is your favorite aspect of the proposed game? Why?
I love Horror and I really love Submarines. These both are a perfect fit in my opinion. The potential for a great atmosphere is immeasurable here! Coincidentally, I actually made a game about submarines called "submechanophobia" myself like half a year ago (Totally different genre and style tho)
What is your least favorite aspect? Why?
I'm not sure if procedurally generating the level layout is beneficial to the game. It could make balancing really hard (what time the player needs to reach different controls, how the monster is able to cutoff access to areas etc.) and while surely increasing replay value in some aspects, it doesn't allow the player to optimize future runs or trying out layout specific strategies (Although maybe I'm just applying a different play style philosophy here than what you imagined).
Which single change or addition would you suggest to most improve the game?
I would apply the procedural generation not to the layout of the submarine, but to the world layout that the submarine has to navigate through.
What is your favorite aspect of the proposed game? Why?
I like how you force the player to move around the submarine to keep it running
You mentioned that hallucination could occur as a consequence of too low oxygen- i really like that idea!
What is your least favorite aspect? Why?
There doesnt seem to be a final goal that the player has to reach, and therefore no real incentive to have the submarine move/explore into a certain direction. The only current incentive is to move the submarine up and down.
Which single change or addition would you suggest to most improve the game?
I feel like the endgoal of the game should be to find a way to rid yourself of the monster. Maybe you could integrate this into a point that the player has to reach, for example an underwater submarine station or something similar.
Iirc, you mentioned in your presentation that you wanted to make an open world game. Im not too sure how that would look like, or if I, as a player, would really like to explore the world around me while being in a limited space with a literal monster instead of directly going for the endgoal.
What is your favorite aspect of the proposed game? Why? Submarine is very fitting for horror with a lot of place for imagination (monsters, sound, etc)
What is your least favorite aspect? Why?
That might be only mine impression, but I felt like depending on implementation the game might be too overwhelming with too much things to simultaneously consider for the player. In this case the horror aspect can just become annoying instead of adding something to the game.
Which single change or addition would you suggest to most improve the game?
I would try to put some time into testing the mechanics, especially with people, who are not engaged in the development. Since developers always see the game easier than it’s actually is, some people are needed to check how the core gameplay works together
What is your favourite aspect of the proposed game? Why?
Players must weigh time spent underwater versus time on the water, which can increase player tension.
What is your least favourite aspect? Why? It’s not easy to balance time underwater and on the water
Which single change or addition would you suggest to most improve the game? Reducing the number of weapons will make players more inclined to escape rather than fight, making the game more terrifying. Like 'Outlast'.
What is your favourite aspect of the proposed game? Why?
The forcing the player out of the comfort zone in a closed-off, in deep sea is a great setting for a horror game. Especially when the monster is inside with the player. I also think the constant need of changing altitude is annoying but for a horror game it is perfectly suiting and should be frustrating.
What is your least favourite aspect? Why?
It does seem ambiguous to why player just run around and maybe hide in the shallow waters and get stuff done when the submarine is in deep waters and the monster is less active. So maybe putting in some mandatory quests when the player is in shallow water might solve this ambiguity.
Which single change or addition would you suggest to most improve the game?
I would completely disregard weapons and fighting off the monster, instead would use some type of a proximity sensor for the monster which doesn't work when the submarine gets low, I think this way there would be more tension in deep waters and a little help in shallow waters.
9 Kommentare
Hongbo Chen sagt:
25.Oktober 2023Lukas Liu sagt:
25.Oktober 20231) Submarine theme helps a lot with the horror theme as they tend to be tight and claustrophobic adding to the desired experience
2) Controls for ascending and descending the submarine might be annoying to the player depending on how its implemented, having to run to one specific point over and over in a massive submarine while there's other tasks to do seems tedious for example
3) Maybe make it so the submarine has a set route where it descends and ascends on set points as sort of a time constraint on the player
Matija Jajčinović sagt:
25.Oktober 2023What is your favourite aspect of the proposed game? Why?
procedural level generation sounds good in a horror games whcih are usually not much replayable
What is your least favourite aspect? Why?
Otherwise the idea seems pretty generic. Of course you guys will find interesting twists and so on, but beware to not make it just another horror puzzle game
Which single change or addition would you suggest to most improve the game?
In the mentioned Amnesia the Bunker game you actually have a safe/save spot as far as I know, which is nice to have to reduce stress while playing.
My other two cents are that making the AI being both engaging but not too hard, ánd work with the procedural levels seems very complex.
Lukas Moersler sagt:
26.Oktober 2023- Pro: The depth mechanic feels like it has a lot of potential, both as a gameplay mechanic and for creating an intense atmosphere (heh)
- Con: From the presentation it felt like there may be too many different mechanics for the player to keep track of
- Suggestion: Maybe scale back a little and focus on one thing as the core mechanic, then see if there's still room for others in the gameplay loop
Philipp Moersler sagt:
26.Oktober 2023What is your favorite aspect of the proposed game? Why?
I love Horror and I really love Submarines. These both are a perfect fit in my opinion. The potential for a great atmosphere is immeasurable here! Coincidentally, I actually made a game about submarines called "submechanophobia" myself like half a year ago (Totally different genre and style tho)
What is your least favorite aspect? Why?
I'm not sure if procedurally generating the level layout is beneficial to the game. It could make balancing really hard (what time the player needs to reach different controls, how the monster is able to cutoff access to areas etc.) and while surely increasing replay value in some aspects, it doesn't allow the player to optimize future runs or trying out layout specific strategies (Although maybe I'm just applying a different play style philosophy here than what you imagined).
Which single change or addition would you suggest to most improve the game?
I would apply the procedural generation not to the layout of the submarine, but to the world layout that the submarine has to navigate through.
Natalia Piotrowski sagt:
26.Oktober 2023What is your favorite aspect of the proposed game? Why?
What is your least favorite aspect? Why?
Which single change or addition would you suggest to most improve the game?
Mariia Iurtaeva sagt:
27.Oktober 2023What is your favorite aspect of the proposed game? Why?
Submarine is very fitting for horror with a lot of place for imagination (monsters, sound, etc)
What is your least favorite aspect? Why?
That might be only mine impression, but I felt like depending on implementation the game might be too overwhelming with too much things to simultaneously consider for the player. In this case the horror aspect can just become annoying instead of adding something to the game.
Which single change or addition would you suggest to most improve the game?
I would try to put some time into testing the mechanics, especially with people, who are not engaged in the development. Since developers always see the game easier than it’s actually is, some people are needed to check how the core gameplay works together
Haorui Tan sagt:
28.Oktober 2023What is your favourite aspect of the proposed game? Why?
Players must weigh time spent underwater versus time on the water, which can increase player tension.
What is your least favourite aspect? Why?
It’s not easy to balance time underwater and on the water
Which single change or addition would you suggest to most improve the game?
Reducing the number of weapons will make players more inclined to escape rather than fight, making the game more terrifying. Like 'Outlast'.
Arda Karaman sagt:
28.Oktober 2023What is your favourite aspect of the proposed game? Why?
The forcing the player out of the comfort zone in a closed-off, in deep sea is a great setting for a horror game. Especially when the monster is inside with the player. I also think the constant need of changing altitude is annoying but for a horror game it is perfectly suiting and should be frustrating.
What is your least favourite aspect? Why?
It does seem ambiguous to why player just run around and maybe hide in the shallow waters and get stuff done when the submarine is in deep waters and the monster is less active. So maybe putting in some mandatory quests when the player is in shallow water might solve this ambiguity.
Which single change or addition would you suggest to most improve the game?
I would completely disregard weapons and fighting off the monster, instead would use some type of a proximity sensor for the monster which doesn't work when the submarine gets low, I think this way there would be more tension in deep waters and a little help in shallow waters.