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Dumb Duck Studios - Game Ideas (Sound Design (Bass Beats when creature is…
Dumb Duck Studios - Game Ideas
Sound Design
Bass Beats when creature is getting near
Audio cues around key points such as collectibles and other interactions
White noise when under stress
Sensory Deprivation
Echolocation
While blind, the player can 'hear' the creature shown by visual audio pulses around its location.
When creature is close to the player, they lose their vision. This puts the player in a tense situation because the creature will eventually detect their heartbeat and find them so they
have
to move, but they can't risk making too much noise, especially in such proximity to the creature.
Genre
Stealth
Horror
Design
Level Design
Assets
Interactables
Traps
Bear Trap
Memories
Shoe
Toy
Picture
House
Interior
Exterior
Outside
Trees
Ground
Leaves
Branches
Logs
Bushes
Player
Hands
Feet
Wallet
Picture of Daughter
Story
Goals
MAIN GOAL: Escape, survive, find your daughter
SUB GOALS: Activate generator and rewire fuse boxes around the house to progress through each section
OPTIONAL GOALS: Collect memories to work out more of the story