Devlog: THOUGHT PROCESS


Starting off, the idea was presented to us as we had to give 3 different emotions in 3 different stages of the game... and I had just watched one of the Scream movies not too long ago... so I thought "why not?"

The collecting phase is meant to bring an air of wonder and calm, being that there are nice little sounds when you collect these moonstones, and it's pretty cool to do so as you see your score go up- that allows the game to take advantage of the player's vulnerability.

The runaway phase comes in once you pass the broken fence, as you're running away from your assailant, this game's murderer/antagonist. Fear is what you mostly feel as the running thrust doesn't really help the player's situation as they run into trees and bushes, making it easier for the killer to get a few hits off.

The last phase is bravery and GUN, as the player can now fight back... seeing as they have a gun. They can still lose, but if they play hard enough, you can beat the murderer and win the game! Hooray for gun!

The moonstones themselves were sorta a stand in- not necessarily having any point to them other than just racking up score- the idea being that the replay-ability would come with the fact you would try and get a higher score every time you played. For instance, shooting the Antagonist was meant to give points as well, while getting hit was meant to take away from it. (possibly even a timed score feature, but that idea was scraped for the moonstones).

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