Testers played with the sound off: how many scares did they really miss?
In a scary game, half of the fear lives in the audio. If some testers had the speakers muted, your landing rates are mixed up with a setting nobody meant to test. This entry separates the two and says which scares really need sound.
Why this works
A scare built on sound cannot work on someone who heard nothing. Counting those testers as misses blames the scare for a muted speaker. Judge it only among people who could perceive it, and keep the unfiltered number to see how much it moved.
When not to use it
If your players mostly play muted, as on phones in public, the sound-on group is the exception and the scare must work without sound. Then design it to land silently instead of excusing it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 "Testers played with the sound off: how many scares did they really miss?" (read_entry scare-rate-with-sound-off-testers) 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