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Lost Time

  • Horror

  • Completed within 1 Week

  • 2019

  • Gamemaker Studio

  • Solo Project

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Overview

Lost Time ironically was an exercise in time management for me. With only a week, I knew I had to focus on fundamentals. I choose a simple design concept : typical horror stealth, but with a time element. My reasoning was that hiding took time, but if the players had limited time, it might create anxiety feeding into the horror. Horror stealth would be easy enough to implement, and I could fall back on it if the time element did not pan out.

With my main mechanics down, I focused heavily on atmosphere and game feel. Atmosphere is essential for horror games and is one of my strong suits as a designer and artist, so naturally I doubled down on it. I implemented dynamic sounds and custom lighting to support the atmosphere.

Ultimately, the time based element of the game fell flat. I did not have enough time to make all the time specific environmental stuff I wanted. However, players praised the feel of the game, and I believe the presentation of the time mechanic contributed.

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Postmortem

What went well

  • Atmosphere! People said that the game felt unique and legitimately scary at times

  • Implementation of the Horror Stealth Mechanic

  • The level design : Player could navigate with only a vague map
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What went wrong

  • Time element fell flat due time constraints

  • Lack of clarity in some mechanics (map, tram system)

  • Some bugs (monsters sometimes get stuck on corners)

  • Extremely short

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What I would have done with more time

  • Make it longer!

  • Given the player multiple objectives with different time windows, so the player would have to better manage their time

  • Made more props for the environment to make it feel more like a real place

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Players can take the labs trams to avoid monsters... but they'll have to reach the station in time.

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