Hey everyone! I’m developing a weapon system for our spooky game and could use some input. The basic mechanics are in place, but I’m wondering how to make it feel more real and scary.
I’m planning to add stuff like recoil, shaky camera, and cool effects. But here’s the twist - the gun won’t work on the big bad monster. When that thing shows up, you gotta run!
What do you guys think makes weapons in horror games feel good? Like, not too strong but still useful? I’m trying to find that sweet spot between giving players a chance and keeping them scared.
Limited ammo is key for horror games. It keeps you on edge, never knowing if you have enough to survive. I like the idea of weapons not working on the big monster too. Adds another layer of fear when you realize your gun is useless.
Weapon durability could add tension. Guns break down over time, becoming less accurate or jamming more. Players would have to decide when to risk using their deteriorating weapons.
Weapon feel is crucial in horror games. I’d say focus on limited ammo and slow reloads to keep tension high. Maybe add some unreliability like occasional jams or misfires. That way players never fully trust their guns.
For atmosphere, exaggerate the muzzle flash and make the gun sounds echo. Could also have the character’s hands shake more as their fear level rises.
Just don’t make weapons too weak or players will get frustrated. It’s a tricky balance for sure.
Sounds like a cool concept! For weapon mechanics, I’d say make the aiming a bit tricky and the ammo scarce. That way players feel relieved to have a gun but still tense about using it. The idea of weapons not working on the big bad is pretty awesome too.