08 March 2026

Scaffolding: Concept Review - Team 13

The two games we are considering working on are Spooky's Jumpscare Mansion and Slender: The Eight Pages. We decided to go with a first-person horror game for two reasons: they are typically simple mechanics wise as they primarily focus on running away from monsters along side light exploration and puzzles, and we're Group 13 so it seemed apt to pick a horror game.


In Spooky's Jumpscare Mansion (https://store.steampowered.com/app/577690/Spookys_Jump_Scare_Mansion_HD_Renovation/), the primary mechanic is walking through a 3D level, and the goal is to reach the end and avoiding enemies. For both games, we wanted an item that was either emblematic of the theming or represents something in the game itself. Spooky's Jumpscare Mansion, for example, is all about going through doors through all the rooms, so one of the controller ideas is a door that one can physically open. There was also the separate game modes (Karamari Hospital and Spooky's Dollhouse) to keep in mind, inspiring our choice to add a Doll controller concept! Since the control scheme is the same for each game mode, all of our concepts could feasibly beat all of the game's content, including it's endless mode!







Are there different analog sensors we haven't considered that we could make use of? 


Of the ideas presented, which seems the best way to implement mouse look in particular?


In Slender: The Eight Pages (https://gamejolt.com/games/Slender/795523 - reupload), the gameplay is somewhat similar to spooky's: the primary mechanic is walking through a 3D level, but the goal is finding eight pages, rather than going through 1000 doors, before the Slenderman gets you. This game is a horror legend, being one of the first instances of an indie horror game becoming a pop fiction icon, releasing two years before Five Nights at Freddy's! One of the criticisms of the game, however, is its simplicity. So, we thought it would make things more fun to add a layer of complexity between the player and the game, hence unusual ideas like the tree branch where each individual branch corelates to a control aspect, such as movement or interactions








Are our controller ideas a bit too simplistic, or unfitting for the game? 


What types of analog controls would you want to see for Slender?

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.