We Built a Horror Game in a Week
Small crew. Bad idea. Somehow it shipped.
Look, nobody said this was a good idea. But here we are โ seven days later, sleep-deprived, running on gas station coffee and sheer stubbornness โ and the thing works. Mostly.
Day 1: The Pitch
It started like most of our projects start: somebody said "what if..." and nobody had the sense to say no.
"What if we made a horror game where you're the monster, but you're bad at it?"
That was the pitch. The whole pitch. We wrote it on a napkin and got to work.
Day 3: The Spiral
By day three we had:
- A character that could walk (sometimes backwards)
- Three rooms that were definitely not just cubes
- Sound design that was literally just us making mouth noises into a phone mic
- A growing sense that we had no idea what we were doing
// actual code from day 3
function scarePlayer() {
// TODO: make this actually scary
console.log('boo');
}
Day 5: The Breakthrough
Something clicked. The jank stopped being a bug and started being the vibe. The weird animations? Intentional. The glitchy textures? Aesthetic choice. The fact that the monster walks into walls? Character development.
Day 7: Ship It
We shipped it. Is it polished? No. Is it good? Debatable. Is it ours? Absolutely.
The game is rough around the edges, held together with duct tape and good intentions. But someone played it and said it made them "uncomfortable in a fun way," and honestly? That's the best review we've ever gotten.
More devlogs coming soon. Or not. We're unpredictable like that.