Abstract

When talking about great horror games, most people always think about how 3D games provide great immersive experiences with the high-level designed game world and realistic art assets(Roberts, Cobbett, Savage, Brown, & Sykes, 2020). However, before the technology reached the current standards, there were a lot of great 2D horror games appeared, such as Sweet Home (Capcom, 1989), a Japanese horror game published in 1989. Even now there are 2D horror games published every year. Therefore the problem becomes: how do 2D games without the same quality of technology and assets present in modern 3D games provide players with a successful horror experience? In other words, when artwork and technology are limited, how does level and puzzle design work to increase the effectiveness of horror elements in a game? To find potential solutions to this problem, I made a 2D top-down puzzle game with \textit{RPG Maker} and added different horror elements into it. Surveys and some biometric data are used to gauge participants' reactions to these horror elements. I analyzed our implementation of these horror elements from 5 main categories: narrative, sound, art style, puzzle, and special events. The game is incomplete so the performance of the horror elements in the game did not achieve the goal at the beginning. However, the project gets some achievements as a game that makes players enjoy playing.--Author's abstract

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