Game Concept DevLog
Working Title: Escape from the Count’s Mansion
Concept Statement:
In a haunted mansion once owned by a malevolent Count, the player is trapped, and must find a way to escape while avoiding the supernatural horrors lurking in the shadows. Armed with only a flashlight, the player must navigate through dark and eerie rooms, uncovering keys to unlock the mansion's mysteries and moving deeper into its cursed halls. As the game progresses, the mansion's curse intensifies, and the enemies become increasingly dangerous, pushing the player’s survival skills to the limit. The player must escape before they are overtaken by the mansion’s sinister forces.
Genres:
This game is a mainly horror, with a side of action-adventure type game with a primary focus on survival. The horror side of the game comes from the looming threat of the enemies lurking on the player, with no way to eliminate them, simply keeping them at bay with the flashlight. The survival aspect of the game comes from the player having to make it out without losing to the enemies.
Concept Creation:
This game draws inspiration from a variety of traditional and indie horror games, combining the atmosphere and mechanics of renowned titles like Resident Evil, Dead by Daylight, Five Nights at Freddy’s, and Alan Wake. These games served as the foundation for key gameplay elements, particularly the focus on using light as a tool to fend off enemies rather than engage in combat.
The flashlight mechanic is one of the game’s core features, inspired by Five Nights at Freddy’s, where light is used strategically to fend off enemies that are too close. Like the animatronics in FNAF, the enemies in this game can only be avoided through careful management of the flashlight, which requires both skill and foresight. The flashlight serves as the player’s primary defense against the enemies, and its limited battery resources must be carefully monitored throughout the game.
The psychological tension of the game is inspired by Alan Wake and Resident Evil 7, where players’ psyches are tested as they navigate through increasingly terrifying and distorted environments. The eerie atmosphere of the mansion, combined with the supernatural enemies, creates a constant sense of dread, where players are never truly safe. As the game progresses, the enemies grow stronger and more relentless, and the mansion’s curse deepens, making the player’s escape even more difficult.
The core gameplay mechanics were also influenced by 2D dungeon exploration and combat games. In particular, the game draws inspiration from Dungeon of Curse, a 2D dungeon crawler developed by Himanshu Bisht for the JS13k Games competition. The game combines elements of dungeon exploration with the added challenge of managing light to fend off supernatural foes, creating a unique and immersive gameplay experience.
Target Audience:
This game is designed for a broad range of players, from teens to adults (ages 16-35), with a particular appeal to fans of indie horror games, psychological thrillers, and survival-based gameplay. The game’s mechanics and style will resonate with players who enjoy immersive storytelling, strategic gameplay, and stealth-based action. It’s particularly suited for those who enjoy horror games that emphasize atmosphere and tension over direct combat. Casual gamers who prefer easy-to-understand but challenging gameplay will also find the game appealing.
The game will attract fans of both classic and modern horror games, including those who have enjoyed titles like Dead by Daylight, Five Nights at Freddy’s, Resident Evil, and psychological horror games such as Alan Wake. Additionally, the game will appeal to players who enjoy the tension and atmosphere found in 2D indie games like Inside and Limbo, both developed by Playdead Studios.
Competition and Similar Games:
The primary competitors for this game include the likes of Five Nights at Freddy’s, Alan Wake, Resident Evil 7, and Dead by Daylight. These games share similar mechanics, including the use of light to fend off enemies and the psychological horror elements that create an unsettling atmosphere. Additionally, 2D indie horror games such as Inside and Limbo serve as benchmarks for the game's artistic direction and gameplay style.
Games like Resident Evil and Dead by Daylight offer intense action-oriented gameplay, but this game differentiates itself by focusing on evasion and resource management rather than direct combat. The player’s flashlight becomes both a weapon and a survival tool, creating a unique experience that challenges players to think strategically and manage their limited resources.
Concept Art:
The art style will follow the typical 2d pixel art, in a fantasy/modern style setting. The mansion will be designed to look like a strange mix between a fantasy dungeon and a classical mansion. The game is designed to look strange, uncanny and creepy, with the player being unsettled the whole time. The enemies in the game are designed with a medieval fantasy theme, as well as collectables such as charges and keys.
The flashlight on the character will be animated, as well as a simulated light effect in foront of it.



Game Treatment:
Premise:
The player begins their journey in the haunted mansion as part of a dare, unaware of the terrifying fate that awaits. Trapped inside, they soon discover that the mansion was once the home of a twisted Count whose dark secrets and cursed minions now haunt the halls. Armed only with a flashlight, the player must navigate through the mansion, solving puzzles, uncovering secrets, and avoiding enemies to find a way to escape. As the game progresses, the mansion becomes more hostile, and the supernatural forces become more powerful, culminating in a race against time to escape before it’s too late.
Gameplay:
The game features a simple yet engaging 2D top-down movement system. The player uses the WASD keys to move and the mouse to control the flashlight. The flashlight is the player's primary tool for survival and is essential for keeping enemies at bay. Players will need to strategically use their flashlight to shine light on enemies, causing them to stop in their tracks when within range. If the flashlight is aimed directly at the enemy, they will retreat, giving the player a brief respite.
However, the flashlight has a limited battery, and players must find charging stations throughout the mansion to recharge it. If the battery runs out, the flashlight becomes useless, leaving the player vulnerable to enemy attacks. In addition to managing the flashlight, players must also collect keys hidden around the mansion to unlock doors and progress through the levels. The enemies become increasingly aggressive as the player advances, making survival more challenging with each level.
The unique selling point of the game lies in its flashlight mechanic. Enemies are not defeated through combat but are instead fended off by strategically using light. This creates a tense and strategic gameplay loop, where players must carefully manage their resources, plan their movements, and avoid direct confrontations with the enemies.
As the player progresses, the mansion’s curse deepens, and the environment becomes more dangerous. The enemies grow stronger, and the atmosphere becomes more oppressive. The goal is to escape the mansion before it’s too late, but this will require the player to solve puzzles, avoid enemies, and manage their limited resources effectively.
References:
Resident Evil: https://en.wikipedia.org/wiki/Resident_Evil
Dead by Daylight: https://store.steampowered.com/app/381210/Dead_by_Daylight/
Alan Wake: https://en.wikipedia.org/wiki/Alan_Wake
Five Nights at Freddy’s: https://en.wikipedia.org/wiki/Five_Nights_at_Freddy%27s
Dungeon of Curse : https://js13kgames.com/2024/games/dungeon-of-curse
Background tilesets:
https://craftpix.net/freebies/free-2d-top-down-pixel-dungeon-asset-pack/
https://craftpix.net/product/medieval-pixel-art-tileset/
Character Sprite:
Enemy Sprites:
https://oco.itch.io/medieval-fantasy-character-pack
Escape from the Count’s Mansion
More posts
- Devlog 1 - Player Movement4 days ago
Comments
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Overall a neat concept, although it wasn't clear what made this game special until the flashlight mechanic was fully explained. While this flashlight mechanic has been used in other games, I agree that it is the main selling point for the game, and the lack of ability to deal with enemies in actual combat will add to the tension (while also reducing your scope as a developer, yay!)
Definitely look into Unity's 2D light system, however just be aware that that can slow down a bit on WebGL builds without the right settings / with too many little lights. It will be key to get this environment looking the way you want it early, and for you to work out the collider for the flashlight (this may need to be raycasts, or simpler is just a collider)
Looking forward to this one!