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- Golden Krone Hotel released on Steam in time for Hallowe'en (was previously early access)
- Horror as a theme (eg. Golden Krone Hotel) vs horror as a type of gameplay (eg. Infra Arcana)
- Lovecraft theme in Infra Arcana, with difficult monsters best avoided and a magic system linked to insanity
- AliensRL, creating atmosphere through ammo scarcity and hard enemies
- Effective jumpscare / surprise in procedural games
- Weeping Angels, a 7DRL with scary gameplay based on a Doctor Who episode
- Improving the feeling of horror through information scarcity, in particular with enemies, making them unknowable
- Make the player feel insecure about what they own and what they know
- Giving enemies abilities unusual to the player, such as walking through walls
- Inspiration from AAA horror games such as Silent Hill
- Darren is not an animal person
- Body horror and body warping
- The horror of the infinity (Abyss in Crawl)
- How to achieve psychological horror in roguelikes
- Continuing to have an impact on the player across multiple playthroughs
- How roguelikes naturally horrify us with permadeath and natural tension
- Playing with meta information, real world information, knowledge of user's computer
- What each panellist would dress up as for Hallowe'en
- Roguelikes discussed: Golden Krone Hotel, Infra Arcana, DoomRL, AliensRL, Weeping Angels, Dwarf Fortress, Caves of Qud, Broken Bottle, Run from the Shadow, Tales of Maj'Eyal
- Other games discussed: Shadow of Mordor, Etrion, System Shock, Binding of Isaac, Darkest Dungeon, Dark Souls, Bloodborne, Don't Starve, Silent Hill, Din's Curse
- PS: Cogmind is now out on Steam too - go check it out!
Join us next time for more procedurally generated discussion!