My horror game scares players too often, or never at the right time
Scares on a plain timer fire in the middle of a dialogue, bunch up after the player switches tabs, or come so evenly that they stop working. Here is a small director that builds up tension, waits for a quiet moment and varies the gap without losing repeatability.
Why this works
Fear needs contrast. A scare lands because calm came before it, and calm takes real play time to build. So tension should grow with the time a person actually plays, and wait for a moment when the player can take it in.
When not to use it
Do not use it where the scares are part of the story and must land at fixed places, such as a scripted chase after a door opens. There, trigger them from the story itself, and keep this timer only for the quiet stretches between.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 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 "My horror game scares players too often, or never at the right time" (read_entry scares-come-too-often-or-never) 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