Progress on a Creepy Game Inspired by Junji Ito

Hey everyone! I’m working on a spooky game that’s heavily influenced by Junji Ito’s style. It’s been a while since I last posted, and I wanted to share some updates.

I’ve been tweaking the atmosphere to really capture that eerie vibe Ito is known for. The character designs are coming along nicely - they’re unsettling in all the right ways. I’m also experimenting with some creepy sound effects to amp up the tension.

One challenge I’m facing is balancing the scares. I want players to feel uneasy throughout, but I don’t want to overwhelm them. Has anyone here tackled something similar in their horror games? How did you handle pacing the creepy moments?

I’d love to hear your thoughts or any tips you might have for nailing that Junji Ito-esque feel in a game. Thanks in advance for any input!

Sounds like a cool project! Junji Ito’s work is perfect for game inspiration. For pacing scares, I’d say less is more. Build tension slowly with creepy visuals and sounds, then hit players with occasional big scares. That rollercoaster of tension and release keeps things engaging without being overwhelming. Maybe add some quieter exploration sections to give players a breather between intense moments too.

I love Junji Ito-inspired games! For pacing, try building dread through visuals and atmosphere. Save the big scares for key moments. Mixing subtle creepiness with occasional intense frights keeps players on edge without burnout.

Junji Ito’s stuff is wild, perfect for a game. I’d say lean into the body horror and weird transformations he does. That always freaks me out in his manga. Maybe have the environment slowly change as you play to mess with the player’s head.

Sounds awesome! For Ito-style creepiness, try warping familiar objects subtly. A chair with too many legs or doors that lead nowhere. Builds unease without going overboard on big scares.

Junji Ito’s style is perfect for a creepy game. For the atmosphere, focus on the subtle wrongness in everyday things. That’s what makes his work so unsettling. Maybe add some environmental storytelling to build dread without relying on constant jump scares.