Control is intrinsic to games as a medium. The feeling of lack of control is key to creating an atmosphere of cosmic horror. The key to creating a Lovecraftian horror within a game is maintaining a careful balance between the two.
Take a look at the final product of a collaborative podcast project based on Courage!
This prezi details a transmedia project that I am undertaking for Cybercultures and Digital Game Cultures. While only parts of it will be completed this session, I intend to continue working on it.
Milo gets chubbier every time I draw him.
So we have the player character, one object, and a 2D environment. This looks like the setup for a puzzle game.
// Game Dossier: The player character will have no name, and perhaps no appearance as well. //
I dabbled with BeepBox for maybe half an hour and came up with a piece of music I’m actually fairly proud of, despite zero music-making experience!