Creating an action-horror game is all about finding that delicate balance between keeping players on the edge of their seat and giving them just enough power to fight back.
In a game like Beneath, the goal is to make the player feel both vulnerable and capable at the same time.
Creating an action-horror game is all about finding that delicate balance between keeping players on the edge of their seat and giving them just enough power to fight back.
In a game like Beneath, the goal is to make the player feel both vulnerable and capable at the same time.
Another big part of maintaining that balance is resource management.
In action-heavy games, players can feel unstoppable if they have endless ammo and health. But in a horror game, we want them to feel like every bullet counts, like every enemy encounter could be their last.
It’s that sense of scarcity and uncertainty that makes combat moments even more intense.
Enemy design is where action and horror come together.
On one hand, the enemies need to be challenging to fight, but on the other hand, they should evoke fear.
The best kind of enemies are the ones that make the player hesitate, that make them question if they’re ready to engage or if they should run.
The atmosphere plays a huge role too. Even when the action ramps up, we want the world to still feel oppressive and unsettling. Through lighting, sound, and environmental details, we aim to create a space where the player never feels truly safe, even in the heat of combat.
In the end, it’s all about balance. The player should feel like they’re walking a fine line between survival and disaster.
There’s a satisfaction in overcoming tough enemies, but we want the player to always feel a little on edge, knowing that the world around them is constantly trying to tip that balance back toward fear.
If you want to see how all this plays out, or if you just want to keep up with the news, be sure to wishlist Beneath
0 comments