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A terrifying psychological horror game inspired by the developer's battle with mental illness. Explore nightmares! Branching narrative!
A terrifying psychological horror game inspired by the developer's battle with mental illness. Explore nightmares! Branching narrative!
3,608 backers pledged $106,722 to help bring this project to life.

Hiding from your enemies

Posted by Matt Gilgenbach (Creator)

Wow, I can’t believe I got so much feedback on run ideas. Awesome! Thank you so much to everyone who offered advice. It’s given me a lot to think about. It definitely seems like the preferences were for 1) no running and 3) asthma, which are my preferences as well.

I think the demo as it stands probably doesn’t need a run. However, the demo is only presenting a portion of the gameplay of what we plan on delivering in the final game. In the final game, we are going to have enemies that you have to hide from. I’ve mentioned this a bit previously, but here’s a video where I discuss it more in depth and the thoughts behind it:

The way I’m envisioning it is that if you see an enemy, you have to find a hiding spot and wait for them to pass. If they catch you, then you get killed. Getting killed may cause a fork in the branching narrative (which leads to different nightmares) or may cause you to just wake up again in a bed close by, so you can try again.

I think there are few important things here. Firstly, by determining the narrative path based on your performance, we incentivize survival and give it meaning rather than having no consequence for your performance. As I said, Resident Evil is too hard for me. I got to a point where it seemed like I used up too many green herbs, so I was pretty much stuck and had to start over. I was really frustrated with the controls, so I decided to try again with an emulator and use save states. As I said in the video above, I am really bad at games!

I am enjoying the game more because I’m not so frustrated, but it definitely removes a lot of the carefully crafted tension and vulnerability of the character. That tension is important to creating horror, so to some extent, I am ruining the game for myself. If I had more time to game, I might be able to stop sucking and master the set ups, but my time is hard to come by, and I dislike playing the same sections of a game over and over.

With Neverending Nightmares, I want to have my cake and eat it too! By creating both an easy and a hard path, we are giving people a challenge if they want it but are offering a way for bad gamers (such as myself) to progress passed a scenario. I have a lot more thoughts on the difficulty of the game, which I’ll discuss in a later update.

Also, in case you missed it, we do have a free playable demo for Neverending Nightmares, so give it a look! Some people had difficulty finding it on our kickstarter page, so we changed the page and tried to make it more obvious.

If you are in the LA area, check out my update about a backer meet up!

Here's the latest press round up:

  • PortableGamingRegion posted an interview with me about the game.
  • Rev3 did a video about the Indie Megabooth and how cool it is. You can see Neverending Nightmares’ booth very briefly and a video clip at the very end. 
  • Cinema Blend posted an article about the game.
  • 1001-up not only wrote about the game but backed it as well! Thanks guys!
  • Warpzoned included us in their "Kickstart This" wrap up

Anyway, thank you all for your support. Please continue to help spread the word, so we can make the game possible!

-Matt Gilgenbach

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    1. Missing avatar

      deleted on

      This user's account has been deleted.

    2. Matt Gilgenbach 2-time creator on

      Hmmm.. That sounds interesting. Put little easter eggs for things that aren't supposed to be interactive. Maybe I'll do some of that. hehehe :)

    3. Missing avatar

      Corey Graybow on

      For instance, I played the demo and found myself trying to interact with anything that might move even though only door knobs were colored. So I guess a specific example would be attempting to interact with a doll laying on the ground would cause it to pull out a knife and slice your Achilles heel. It's a rough example but I'm not a game developer haha. I'm still really excited for the game.

    4. Matt Gilgenbach 2-time creator on

      Hi Corey,

      I am definitely open to fan suggestions! What you are suggesting sounds interesting, but I'm not quite sure how I would pull that off. Do you have any examples of how I might do that?

      Thanks!

      -Matt

    5. Missing avatar

      Corey Graybow on

      So I'm not sure how open you are to fan ideas, if not at all it's cool. As someone who suffers from obsessive compulsive disorder you may know that particular games can really make one fall into obsessive compulsions. Skyrim and Diablo III do it for me especially. Perhaps in an attempt to deter one from their normal gaming compulsions the game could respond with a negative consequence for doing so. I think with that myself and hopefully others with OCD can connect with the game in a really unique way.