Team Members: Aleksandar Arnaudov, Jasmina Vulovic, Louis Sajuk, Muhammed Bayram
0th Milestone: Brainstorming
Slides:
pptx
1st Milestone: Formal Game Proposal
Presentation:
pptx
Presentation:
Formal Game Proposal:
2nd Milestone: Game Prototype
Presentation:
pptx
Presentation:
Report with Prototype Chapter:
3rd Milestone: Interim Demo
Presentation:
pptx
Presentation:
Report with Interim Demo chapter:
15 Kommentare
Daniel Abert sagt:
22. Oktober 2025(maybe edit the "Home" website and link to this site here, so others don't have to use the side-hierarchy to find your project.)
Baran Gürsoy sagt:
23. Oktober 20251. Favorite aspect:
I liked that you mixed the recursion theme with horror. It fits really well and gives you the chance to create a really cool atmosphere. I also liked your inspirations and the idea of adding small anomaly changes in each loop to make the player feel uneasy (last semester we did a very similar concept as well!).
2. Least favorite aspect:
You mentioned that the center idea could be a mix of the three options, but I think choosing one main direction would work better. Mixing too many ideas might make the core idea less focused and harder to deliver in the final game.
3. Suggested improvement:
If you notice during prototyping that it’s hard to create "the fun feeling" with “one recursive room with small anomaly changes” using an FPS controller system, I’d suggest going for something more controlled, like a "Five Nights at Freddy’s" type setup. The player could stay in one room with a 3D camera and use point-and-click style interactions, moving between a few fixed camera positions/orientations and can do actions by clicking/pressing keys. It would still give that tense, creepy atmosphere, but in a way that’s easier to design and balance. Also, it might be more fitting for a finding anomaly in 1 recursive room type of game.
Overall, really cool concept!! Good job!!
Alexandra Colf sagt:
23. Oktober 2025+ I really like the descending into madness idea, if realized well I think it has great potential and I think it can match the game mechanic of the room repeating itself. I also like the solving a murder idea and I would say that would be related to the black mirror episode where the character is stuck in “purgatory” and the day keeps repeating itself and he has to find out who murdered someone.
-I am not sure how the puzzles are going to work. Are you going to have to solve them in order to escape the rooms and get to the next ones?
1 change: I like the idea of evolving the room over the course of the game but it might be hard to keep it entertaining for the players so I would focus on this aspect while developing the game.
Daniel Abert sagt:
24. Oktober 2025+: the ideas have potential. the "no way out" might be cool.
-: I don't have a clear pitcure yet, of what the game is.
1 change: "the room where you have to find the differences to before" already exists. maybe add something new to it.
Christian Barbu sagt:
24. Oktober 2025Anian Kalb sagt:
24. Oktober 2025Efe Berke Erkeskin sagt:
24. Oktober 2025+ definitely keep:
I love the idea of descending into the madness. Many smart and intriguing puzzles combined with this recursion mechanic can emerge, which will most likely keep the player engaged.
- least favorite aspect and the suggestion combined:
Having one static environment with only interactable objects (if that is the intention) might make the content a little bit less fulfilling for a horror game (of course, in my opinion, it could also be enough). I would suggest adding a dynamic factor, such as having an entity (could be anything) lurking behind, which would keep the player on their toes all the time (to keep the tension or to increase the tension from time to time).
Julie Vondráčková sagt:
24. Oktober 2025The game concept may not be very original, but I believe you can easily pull this off! It sounds like an interesting game.
+ Good thinking about the concept of the game, the puzzles will be interesting I believe. I like the horror genre in this setting.
- For my taste, this concept is too repeating. Multiple games have done the same mechanic (turning crazier every iteration and trying to spot anomalies). However I think that if you come up with some cool and original puzzles, it can stand out easily!
Nikolaos Christodoulou sagt:
24. Oktober 2025I like it that someone is tackling horror. I also find it interesting how you combine it with time travel and spotting anomalies. My biggest concern however is exactly this, delivering an experience that doesn't feel repetitive and is actually scary. I can imagine scenarios in which the player feels like they are doing the same stuff over and over again but I trust that your team can make a game to keep us on our toes.
Katharina Benke sagt:
24. Oktober 2025I really like the idea of the game and the goal to make the horror aspect ambience-based and not jump-scare-based.
Out of your three scenarios, I enjoyed the murderer and the locked-in-a-room scenarios the most. If you decide to go with the asylum-escape scenario, I would suggest being mindful about ableist tropes that are often part of this concept.
Something you haven't mentioned yet is a losing condition which I think is critical for a horror game, so I would suggest focussing on that and making sure that it really adds to the horror and the pressure on the player (i.e. being noticeable and not too easy to avoid etc. etc.)
Miguel Trasobares Baselga sagt:
24. Oktober 2025Personally I think that making a horror game is very difficult because you need a good atmosphere and sound together with a good narrative that sucks you into the game. The concept of repetition within the same environment is nice and can make for a nice gameplay. If I had to focus in one of your ideas I would go with the murder mystery, maybe you as a detective can unravel a piece (dialogue, notes, playing as another character right before the crime) of a murder in a small mansion every time you find a clue (or a small indication that can lead you to the next clue), that way step by step maybe you can obtain different perspectives of the mystery. I think that the idea of descend into madness can get a bit repetitive specially if the room is not very big. The escape from asylum seems a bit more friendly in my opinion for having different puzzles.
Davide Mongera sagt:
25. Oktober 2025Doing a horror game is a hard challenge. You didn't mention them here but I'm interested in how much of a focus you want to put on audio. From ambiance, sound effects and music, usually audio is a crucial component in the horror feeling and I want to see how you plan to tackle it.
Also, as other people have mentioned, this idea lacks the source of the danger, of the tension. The setting and general mood can do a lot, but if there's nothing concrete behind it, players usually quickly figure it out. It doesn't necessarily need to be a physical adversary, but there needs to be something to drive the player other than "solve the murder". Otherwise it's just a thriller.
Mahdis Sabzevarzadeh sagt:
25. Oktober 2025Favorite aspect: I find the concept of recursion in a horror game very fitting, as it was already mentioned in the presentation. Check out the Silent Hill P.T. Demo, you might get inspired.
Least favorite aspect: I think solving a murder matches the horror ambience least, but escaping the asylum and no way out are great concepts
Suggested improvement: I think combining an FPS view with good music, heavy breathing sounds, camera breathing motion, and good lighting can portray the scary theme really well.
Lukas Maximilian Jonsson sagt:
26. Oktober 2025Horror games are fun and there are not many horro games about time travelling! Maybe you could come up with a horror theme where things get increasingly bad the more time changes you create?
Horvath Arpad sagt:
30. Oktober 2025I like the blend of horror and recursion, especially the descent into madness if the story is told well.
A big pitfall I feel is easy to fall into is not having the lore justification for the descent and thus making it dissociating and forced. It already got mentioned, but horror games thrive on audio design — and audio is very hard and time-consuming.
During the presentation, it sounded to me like there’s going to be a focus on story, and if you execute that well — like coupling a murder mystery with a descent into madness — I can see it turning into a nice game. Beware of ne