Horror game idea (3). Mechanics and components. No jumpscares. No violence mentioned. 

Part 3

If you paid attention to the TV rooms in the corridor, and can remember the task instructed in each random room number, then you should have a clue as to what your task is.

Every time you play, the numbers-assigned to each task are randomized, and there are more than 9 possible task-room scenarios available in the database to add to consistent-difficulty replay value. Higher difficulty settings would have more than one number scrawled on the wall that indicates tasks that must be completed simultaneously.

The instruments presented to the player are a large control panel that would allow multiple mini-game or puzzle tasks to be completed on them, so that the instruments themselves cannot be an exclusive clue.

At this point, I leave this concept open-ended. I know where I would plan to take it, but I do not yet have the skills to create this in any sort of presentable form, so I will not reveal my conclusion.

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re: Horror game idea (3). Mechanics and components. No jumpscares. No violence mentioned. 

@JulieSqveakaroo I like this, this is a underserved horror genre in gaming. Kinda reminds me of both Danganroppa and the "No End House" season of Channel Zero, both of which are very good and NOT RECOMMENDED BECAUSE OF IT. XD

re: Horror game idea (3). Mechanics and components. No jumpscares. No violence mentioned. 

@zebratron2084

Yeah. You do not need jumpscares to show horror, but you ABSOLUTELY need to show unease and implications.

This whole scenario could be done with no blood or gore whatsoever, and just have the small floating TVs suddenly go black and have the screen crack as soon as the beast entered the shown room.

No audio. No snarky qvipping character. No hand holding. Just a puzzle to be pieced together that has the capability to have variable solutions per playthrough, and absolutely is solvable every time.

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