Schedule hallucinations as sanity drops without hiding key scenes
A horror game that lets the character see things as their mind slips needs rules, or the strange vision lands exactly on the clue the player needs. Here is how to let it grow with the fear, stay repeatable for testing, and keep away from the moments that matter.
Why this works
Fear works when the player trusts the game enough to be fooled by it. Letting the odds rise slowly as the mind weakens, leaving the moments that carry real information untouched, and spacing the tricks apart keeps the horror fair.
When not to use it
Wrong when the confusion itself is the whole game, or when the player must be unsure of everything. Then do not protect any scene, but tell the player early that what they see may lie, so it is a design and not a bug.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Schedule hallucinations as sanity drops without hiding key scenes" (read_entry hallucinations-at-low-sanity-without-lying) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP