Looking back on Arachnophobia
I just finished my first indie horror game project. It’s not a big commercial thing, just something I made for fun. I want to share what I learned about making a horror game.
I started working on it last fall and wrapped up a few months later. This is my first time writing about a finished game. I know it’s small, but I hope other new horror game makers find it helpful.
What’s the game about?
Arachnophobia is a short scary game where you’re being chased by a giant spider. You can’t kill it until the very end. You have to sneak around an office, find stuff, and try not to get caught.
I wanted to make the spider act real, not just jump out at you. I studied how spiders move and tried to make it creepy that way. The spider will freeze suddenly or run out of hiding spots. You never know what it’ll do next.
What did I learn?
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Scary isn’t just about monsters popping out. It’s about tapping into what really freaks people out. I focused on making the spider move in ways that give you the heebie-jeebies.
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Sound is super important. I spent ages getting the spider’s footsteps just right. People said hearing it walk around really creeped them out.
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Having a clear plan before you start coding helps a ton. I knew exactly what I wanted to make, so I didn’t waste time on stuff that didn’t fit.
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Sometimes you have to change your ideas when you can’t make them work. I couldn’t get the spider to climb walls like I wanted, so I had to think of other ways to make it scary.
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Streamers are amazing for getting people to see your game. I didn’t do any marketing, but a YouTuber played it and suddenly lots of people were downloading it.
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Using pre-made game stuff can save time, but it can also cause headaches if there’s no good instructions.
I’d love to hear what other people think about the game. If you’ve put games online before, how do you get more feedback from players? I want to make my next game even better!