Unusual Level Design

I feel I’ve taken an odd approach…

Infinite Level game discussed: What Hides in Dreams

A typical horror game will generally set players on a linear path of scares, story, and puzzles. So what happens when you make a horror game that can shift and change in response to outcomes of previous levels? It leads to some level design that some might call unorthodox, and others might call strange. But there’s a method to the madness, as detailed in my newest devlog!

As I write this, I have actually already welcomed my second child into the world and have been very, very busy as a result. So my next devlog will be both late and quite short in comparison to what I normally put out. That assumes, of course, that I even put something out in March at all and don’t just skip this month. Time will tell.

Until next time!

-Lance T.

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