• A massive snowstorm has trapped you in an apartment during a vacation, someone or something is giving you instructions in a notebook, every passing day gets weirder.
• This game was built in 3-4 days for the Unreal Spring Jam.
• The game was a massive success, it was #1 on itch.io for a month and has a lot of gameplay videos from a lot of players. Feedback has been extremely positive and a lot of players are calling it one of the scariest indie horror game they’ve played, ever.
Download & Play here: https://bioxide.itch.io/linger
• Main Idea
I’ve been wanting to build another horror game for quite some months, mainly a smaller experience that took place in a modern apartment, something leaning towards a PT vibe with lots of psychological horror and little to no jump scares, I wanted to challenge myself to make something scary that didn’t rely on a lot of horror cliches you see nowadays. A day or two into the unreal spring jam 2020 I gave in to the temptation and went ahead with development, firstly looking at assets to purchase, I skimmed through some apartments and once I saw the ghost girl in the marketplace, everything clicked and began the grind. In the end, I accomplished building a good looking, fun, and scary experience, it’s not original, but it’s executed wonderfully.
• Level Design
Most of the level was already built by the apartment pack I purchased, although I did a lot of changes to the assets, mainly LOD’ing them and re-did the entire lighting of the house to fit the horror vibe.
The entire game was built using blueprints in Unreal Engine 4, blueprints allowed me to quickly build the core mechanics during the game-jam since I only had a few days to finish the game. The game relies heavily on the interaction system that I built for it, allowing me to add interactivity to most of the apartment, such as being able to open/close doors, interact with electronics and turn lights on/off, which drastically increased the immersion factor of the game. There was some AI work with the ghost girl as well, just a simple state machine and some scripted sequences.
The other bulk of the game code was on the day system, which had a day manager and day actors that defined the goals, scripted sequences, and mechanics of each day, by encapsulating those into each day, I avoided a lot of redundancy and built an optimized development pipeline that allowed me to cram a lot of features and keep most of the readable and easy to work with.
• Animation Programming
Did a lot of animation tweaks and animation blueprint work on the ghost girl, plus retargeting so she could use another animation pack.
• Audio Engineering
The game has an amazing atmosphere that’s built mainly on the audio, I used a lot of soundly audio and tweaked them heavily to fit the game’s vibe. Also imported a lot of number stations/creepy audio from my first horror game and implemented those into the electronics and haunting system.