Toward the light [Full Game?]

edited in Projects
So this really interesting thing has started happening - basically people have started posting vids all over the place of my 7dfps entry Towards the Light. Curiously most of them are completely oblivious to the fact that it's actually just a game jam entry, and think it's just a really short indie game.

Once of my favourites so far:


This raises some interesting questions, primarily at what point do I decide to go ahead and try make this a full game?

- How much interest in a game jam entry do you take as a sign that you have something worthwhile?
- How many hours gameplay do I need to create to have something people are willing to pay for?
- How long before the horror game market reaches saturation? Think Amnesia, Slender... Amnesia 2 will be a significant competitor with a massive head start...
- The watching people browning their pants is inherently viral (not to mention wonderfully entertaining), is this too good an opportunity to miss out on?
- will it be possible to reach the people who didn't like ( and I mean REALLY didn't like it), or is that not the point?

Right now the only thing within my reach is to create a dear esther like experience - a few hours long. This would also entail me finding an environment artist of some sort, possible - but a significant investment on my part. I'm just thinking aloud at this point and willing to hear any thoughts or hear any experiences you'd like to share.

Comments

  • I think it's a wonderful opportunity, if you can create ample replayability (random maps? Encounters? Mechanics that has to do with THE MONSTER?) or a gripping story, then I think you got something worth finishing off.

    What IS the point of reaching people who didn't like it (that said, "not liking it" is a very broad phrase - why don't they like it? They don't like shitting their pants, they found it boring, they found it too short, etc? I say the people who don't like shitting their pants actually like the game - or at least will talk about it to other people, creating more hype)?

    Either way I do see something quite special here, I think the design of the game is quite nice as it seems you gave people just enough flares and cues that'll make them reach the end with very little prompting. Which is great. I think if you flesh the mechanic out it'll be quite breathtaking (literally) :)

    No experience from me, just my point of view :)
  • Definitely agree with @Tuism

    It's a nice unique concept of gameplay. After watching some youtube videos and seeing people nearly crap themselves, I couldn't help but laugh.

    Definitely has the potential to rise up and become a game that is fun to play. Some people found it quite easy, too easy.

    Maybe limiting a person's ability to sprint would help. So a person could sprint for 2 or 3 seconds and then there is a cool down period. It would add to the players anxiety and make them want to GTFO when they here a freaky sound.

    If you want to make it a proper indie game then introduce a story line, it doesn't have to be complex. But there should be a reason why I'm in a cave and I've got flares to help me get out.
  • Once of my favourites so far:
    HAHAHAHAHA!!! That was hilarious! :D

    I think if people are showing interest you should go for it! :) Unless you've got other games you'd rather make.
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    I think you should go for it... without overreaching of course.

    I don't know if it's a good idea... I'm also kind of thinking aloud... but could it be episodic? I mean you could polish up what you have (you've mentioned some good ideas before about how you'd adjust it), and then maybe release a companion experience (also a short experience maybe)... and expand it like that?

    That format might not capitalize on idea though... Viralness isn't my forte. And I've never experimented in this genre.

    About the game itself: I really like the survival aspect of the design. The fact that the resources are limited AND you feel threatened seems like quite a rich design space...

    SPOILER FOLLOWS:

    I think there is wonderful misdirection going on... The player assumes that they'll be in trouble if they use up all their flares, and then when they're worrying about that you throw the scare at them.

    The weirdest thing about it is perhaps this: The game might be so hilarious, and maybe so viral, particularly because the supposed monster can't actually kill you... And also because the actual goal is in itself very easy and accessible to just about anyone. I'm not sure though. To make a longer game you might need to make the threat real (even if you still don't see it). Because otherwise players might figure out it is all bark and spoil the game for themselves. So I'm wondering if a real deadly threat, or an actually challenging game, would diminish the hilarity (and viralness).

    I'd probably suggest trying to create other not-particularly-challenging experiences that none-the-less threaten grave consequences upon failure (like running out of light, or oxygen, or going insane, or breaking your legs or slowly bleeding to death as you run out of bandages) and surprise the players with other threats.

    Also... if the monster is primarily located through sound... could there be a way to make players go temporarily deaf (with ringing ears or something after a dynamite explosion)


    I guess my answer is: This seems like a great design space to explore. Don't go and hire an artist or something if you cannot find more nuggets of awesomeness within it (you probably have ideas). I'd say the feedback you've got means it's definitely worth sinking some time into... you'll only be able to tell if it is worth sinking a substantial amount of time into if you experiment further.

    Also: You cannot compete with Amnesia 2 in terms of scale and polish. What you've got right now feels fresh I think, and because it feels like a new experience the polish doesn't really matter. Worry about the polish if and when it does turn out that you have something that can benefit from it (eg. you can get a couple new good scares from it and the experience starts getting longer). I'd think that adding polish right now is premature. You can probably test most of your ideas about taking it further without increasing the polish.

    That said: This does seem to me like a project many artists will be keen to help with. And if you can find an artist who loves this genre they may have awesome ideas that greatly benefit the project. It might be that some of the best setpieces in a game like this arise out of visuals (like traveling to the light).

    I'm a bit of a baby when it comes to scary games... but I'd be keen to try Toward the Light again if there was some new interesting experience added in. I expect your other players would feel similarly.
    Thanked by 1hanli
  • Ace advice Evan (and everybody else too)!

    "This seems like a great design space to explore. Don't go and hire an artist or something if you cannot find more nuggets of awesomeness within it (you probably have ideas)"

    Probably what I needed to hear more than anything else. I like the idea of getting people involved in this - could work well in a episodic nature. If/when I get into this further I will put up a forum up so people can get involved and give ideas. Had one guy go so far as uploading a run-through vid just for the sake of spreading to word and trying to convince me to make it a full game.

    Also trying to get in touch with the makers of the amnesia sequel/dear esther while I'm in the uk. If nothing else I figure they'd be cool people to meet...
  • I know this is a pie in the sky idea, but any chance of automating the who "capture video of people shitting themselves and upload that to youtube" thing? It would be awesome if a game grabbed a pic of me from my webcam right as the big scare happened, then you could share that with your friends ;)
    Thanked by 1Nitrogen
  • We played a game a while back called 0space, that was surreptitiously recording from the mic while we played. It would then replay what we were saying while showing us the replay of our little deathmatch.

    That sort of thing could be interesting if you automate the recording ...
  • @disleckia @Aequitas I've had exactly those thoughts. Massive fan of the way spacechem integrates youtube upload right into the game. Would definitely be a feature I'd investigate. Biggest issue I foresee is actually a privacy one - everything would have to be opt in/hardware dependant...
  • Yeah the pic idea is super awesome, but has to get around privacy. Of course if you write/design the game around that and give people a reason to share or save their horror face that'd get around it :) and if the game is ios or other mobile platform you can even get around the hardware uncertainty :)
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    7DFPS is coming again!

    Any chance of a "Towards The Light Again, the Last Light was A Trick!".

    Or a "Desperately Towards The Light"... etc

    Basically I'd love to see you make a reprisal. This has got to have been one of the most cool and successful games from last 7DFPS.
  • GAAAAAHHHH!!!! Presssurree to maek games! Panic!

    Thanks for the awesome words. Totally depends on work commitments. 7 days is an eternity amount of time to free up. Might be a good way to kickstart development though. Like a Toward the light chapter 2 or something.
  • Looks like the gods of time are smiling kindly, and I'm actually going to be able to do this. Really looking forward to it actually. There's something about knowing that I'll only have a week that somehow makes it far more approachable than simply "I'm going to work on this till it's awesome and done".
  • Awesome! Agreed about the week deadline goodness - plus, you won't be ridiculously pressured to apply that level of production value to a game, in something like 48 hours. A week will yield an awesome sequel, I'm sure.

    Looking forward to this! It's been a good year or so since I played Towards the Light and Amnesia (at about the same time). My body is ready for more emotional trauma :P
    Thanked by 1TheFuntastic
  • I can't watch those videos for some reason
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    Don't know if it's a possibility, but maybe there is an 3D artist who could help lift the art burden?????

    I thought the minimalist 3D in the first version was a smart choice. It was simple enough that it didn't really fall into that uncanny valley of having some art but it being undercooked. So I don't know if you need a 3D artist, but I'd expect it'd be great if someone could lift the art burden for you (and perhaps rock out at it, and upgrade the atmosphere).

    Looking forward to some more survival horror (assuming that's what you do). I think the focus on limiting resources and the interesting interplay of mechanics in Towards the Light is something that stands out against the malaise of walk around in maze horror games (Slender clones) that are popular right now.

    I'd love to see a return of the flares. Making light a resource, and the placement of light both a meaningful choice AND a temporary effect, puts so much pressure on the player and interacts with their survival along several axises. I felt it was a brilliant stroke in TTL part 1.

    Making desperately meaningful choices under time pressure is an intense experience that doesn't exactly exist in the Slender clones I am aware of. The flashlight in Slenderman, though a resource, does not produce quite as intense choices, as turning it off and on isn't something that is time constrained, whereas with the flares in TTL, if your current flare fades to dark, then the following flare will be much harder to aim.

    Although I recently became aware that the flashlight in Slenderman attracts the monster (which is a useful thing to know, and a clever mechanic).

    It's possible to hit a slippery slope in TTL where your previous flare miss-shot makes the next flare harder to aim and each successive failure makes failure more likely). Which is a far more brutal slippery slope than Slenderman (and the clones that I am aware of). And in this genre that might be a strong selling point...

    Though if you experiment in other directions, or with a totally different game, that'd also be sweet.

  • From what I've read here, this sounds rather interesting -- but the video in the first post doesn't seem to work. Is the game perhaps available for download/web-player somewhere?
  • @Thaumaturge How about giving the game a try, it is fairly short:

    http://www.thefuntastic.com/demo/toward-the-light/

    It is a 7 day FPS entry, Funtastic did all the code and art and sound. So set your expectations accordingly.
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    Ah, excellent -- thank you, BlackShips! I'll hopefully take a look at it a little later, when I'm near my Windows machine (I presume that it's a Windows build; either way, my netbook is nearly out of power ^^; ).

    [edit] It seems to be downloading. ^_^

    After reading the description on the linked-to page, I find myself with the thought: It is dark here. You are likely to be eaten by a grue. ;P

    [edit 2] All right, I've played it. ^_^

    First of all, I enjoyed it! The number of flares and the duration of each flare seemed about right to me, and the environment was just twisty enough to get turned around in without their light without much risk of a well-lit player getting lost. The atmosphere -- which I think tends to be rather important in a horror game -- seemed well-handled.

    I do have a question... what is the "big scare" mentioned above? The only thing that I ever encountered was the growling in the last cave. I even went back a few times to go monster hunting. Having looked more closely at the thread above (I had been avoiding spoilers, as I recall), I do now see that there is no actual danger to the player character, but even so I'll admit that I was somewhat expecting more.

    I will say this: I give you quite a bit of credit for not using jump scares (that I found, at least): those seem to be all too common in horror games, and I consider them to be somewhat cheap scares.
  • If a video is still in need then this is the ultimate one of ultimate destiny: (has almost a million views, because well it's hilarious. Also speaks volumes of the power of youtube marketing. And truth is I've been doing almost nothing to capitalise on that :( ).

    Thanked by 1Jwho303
  • @BlackShipFilltheSky Hadn't even thought of collaborating. If anyone thinks the idea is interesting enough, wants to get involved and has the time I'd be very open to that. Characters of some sort would be swell.

    Amnesia did resource management REALLY well. You have oil for your gas lamp, which you can use to stave off insanity (aka monsters) because the darkness drives you insane. That was actually the thing I was trying to capture, was the feeling of isolation and sensory deprivation driving you insane - I only played amnesia after I had created TTL, so it's curious to see similar approaches.

    @Thaumaturge The growling at the end definitely qualifies as a jump scare. The impact of this however depends entirely on how immersed you are in the experience, also how loud your sound is I guess. Some people, as per the video above, well it get's them hard. Others, like yourself kinda go meh? Is that it? The jump scare tactic was never my intention but I ran out of time in quite a big way so was the only I could think of to finish it off

    For this edition I would definitely like to enhance the mood. Things like breathing was a big one I didn't get to put in the last one. Also adding some kind of real danger definitely amps up the intensity (ala slender) but I really like the theme of your demons are in your own head. Will see what I do with this one. Also music is another question? I like the quiet desolation, but the music in slender managed to create a lot of tension and dread despite being really cheesy. Will have to see where I go with this as well.

    The other thing is to just create more of a sense of player choice. Bigger map with more routes was the number one thing people asked for. Solving this brings a lot of design challenges (what happens when people get lost, being lost in a game with something horrible chasing you is just too awful a feeling. For me anyway) but will be an interesting one to try and solve.
  • Hahahaahahaaaa!! Nice vid man, it's a great trick :)
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    @TheFuntastic: Ah, fair enough, and thank you for the explanation. I did get a bit of a fright, I think, but it also didn't affect me as much as it apparently has others. I'm not sure that it was immersion -- I think that I was fairly immersed -- but rather that, well, I like this sort of thing. As I said, I went looking for the monster after my first play-through.

    For myself, I'm inclined to not consider it a "full" jump scare, at the least: to me a proper jump scare is primarily visual, perhaps backed up by sound, since I find that sudden, horrific visuals tend to have a much more intense effect than most sounds.

    As to including danger while keeping the monsters in the character's head, between that and your mention of Amnesia I have an idea, if I may:

    The longer the character spends in darkness, or stops to listen to sounds, or runs, or stares at a single object, perhaps, the higher their hidden "insanity meter" climbs; moving around at walking pace and keeping one's area well-lit reduces this unseen meter. The higher the meter, the more disturbing effects they encounter: start with claws scrabbling on stone, then monster sounds, then blood (that isn't there when you turn back), then bodies (likewise) -- and eventually illusory pathways that potentially lead the player to their death (such as by encouraging them to walk out over a chasm). Such pathways should have some tell, I think -- a subtly off colour, or a faint keening sound around them, or some such thing.

    [edit] And that was an amusing video, thank you. ^_^

    It did remind me of one thing: some people are more easily scared than others, and different people may rank various horror elements in terms of fear induced in different orders; what most scares one may be different to what most scares another, for example.
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    @Thaumaturge I like that darkness == slow descent into madness and death mechanic. In a game like TTL #1 that might combine quite elegantly with the flare mechanic.
    Funtastic said:
    what happens when people get lost, being lost in a game with something horrible chasing you is just too awful a feeling. For me anyway
    It certainly IS too awful a feeling... and in this case... is that a bad thing :) (I'm not exactly condoning it, but it seems to have terrifying potential if there is a horror chasing you and you can actually die... that particular situation I find basically unbearable myself).

    I'm not sure if there really is an upper limit to the unbearableness. Horror gamers seem to be actively searching for the most traumatic experiences they can find... and then recommending them to their favourite youtubers in order to watch them suffer.

    Just a thought I have about character models... although I'd expect TheFuntastic is already thinking in this vein (given his horror choices in the past).

    I think it's in a Slender clone, or a more recent iteration of Slender itself. One of the Slender games anyway. But there are these zombie girls that you use the flash light to hold back. While I like the mechanic of having to walk backwards away from something while Slender stalks you, I don't like that the monsters are so visible... it removes some of the mystery... and them jumping into you face and going "Ooooga Boooga!" seemed to me to be kind of weak.

    So I really like the idea that the terror is coming from within. I think having monster models isn't a bad thing (if there is screen distortion) but if the monsters are revealed and the player is able to study them, then I think it can fall apart a little bit.

    I gather that fans of Slender-games prefer Slenderman to The Haunt for this reason. Slenderman is much more vague in its details, and the imagination fills in the gaps far better than the artists and sound designers of The Haunt did.

    I know I'm writing here a lot... but I don't really play horror games... they affect me quite severely. But I find them really FASCINATING... so I'm living vicariously through Funtastic a little here (I have to admit). Please read all my suggestions with that in mind, I'm really not trying to backseat design this game.

    @TheFuntastic When you say music in Slenderman... do you mean the deep drum in the distance?

    Also... regarding collaborations... There might be some musicians around here that might be keen to produce some material that you could play around with.

    I'd recommend doing a forum post specifically asking for collaborators... these forums are getting quite busy.

  • Speaking of music, here's a musician looking to get something going :) http://makegamessa.com/discussion/854/original-score-for-games#Item_1

    It's like, meant to be or something :P
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    @TheFuntastic Just one more thought / criticism.

    I'm sure this is something you're already thinking about... but in the first game there was no cost for the sprinting (as far as I am aware). And so always sprinting (or sprinting as much as possible) was the dominant strategy. If there was a cost, even a subtle one, for sprinting (like it attracted the monster slightly more, or made you more afraid) I'd expect that'd benefit the design. Especially if sprinting was a short-term benefit but a long term risk.

    Obviously TTL 1 was a jam game, so not everything could be perfect. And I still think it's easily one of the most interesting games to come out of the first 7DFPS.
  • Building on the idea of sprinting carrying a cost, and linking it to my earlier idea, perhaps sprinting is noisier: if there's a monster it could very much attract that, but I'm also imagining sprints dislodging loose stones and thus producing some of the noises that push the character's sanity down. Indeed, sprinting, as an action that gets the heart racing and potentially results in adrenaline, could itself push the character's sanity down a bit. So one sprints, only for sprinting to give one more things to sprint away from...

    (I almost had "spriting" in that second-to-last sentence; I think that we all know the terrible sanity of cost of spriting. *nods sorrowfully* :P)
    Thanked by 1EvanGreenwood
  • I like the idea of adrenaline multiplying the effect of any scares on your sanity. So sprinting is dangerous, but only in relation to other stuff happening to you afterward/during.
  • @Funtastic ... not sure if it helps... but if you are using Unity Pro, or a Unity Pro Trial, I can send you a package with some distortion effects on the camera...

    It's nothing you couldn't also find on the asset store I imagine... but it'd maybe save you some time if you're tinkering with that sort of thing yourself.
  • Wow, while I've been doing unintelligent things to my brain cells you guys have been designing my game for me, Awesome! :D (not offended at all, appreciate the interest)

    Sprinting actually has a cost already - you get tired. But feedback is missing, mainly panting. Sprinting gets you away from danger but overwhelms your senses, which makes it harder to detect danger. Big thing I didn't get round to last time. If I even just get that in this time I'll be happy.

    @blackshipsfillthesky yeah, I meant the heartbeat drum sound in slender. Also img fx would be swell! You have my email yes?
  • I've got work and assignments and stuff, but I'd be keen to put in a couple of hours a day to help with art if you find a use. :) It's not enough for anything close to "proper" characters, but if they're heavily deformed, somewhat ethereal/malleable (like shadows?) with interesting shaders on them, I think it could work.
  • @Elyaradine That would be awesome actually! I'm very much not wanting "proper" characters, as mentioned by others above, I'm a firm believer your imagination is capable of creating the best monsters. But I'm keen for shadows, and "trick of the light" wraith like enemies. Think there is definitely scope for something like that.

    Okay. Time to face this hangover and actually start work! (*Peter opens unity for the first time today...)
  • Sent email! Hope the distortion thingy makes sense / is useable !
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