PAREIDOLIA
Game Concept| An Exploration-Horror game where furnitures want to kill you.
Game Concept| An Exploration-Horror game where furnitures want to kill you.
Personal project, 2023
A pareidolia is "the tendency for perception to impose a meaningful interpretation on a nebulous stimulus, usually visual, so that one sees an object, pattern, or meaning where there is none" (Wikipedia).
In short, it's when we see faces and specific shapes in wood patterns, in furnitures or in the front of a car.
These faces can convey various feelings, from joy to dread.
Pareidolia is an Exploration-Horror game where strange creatures are hidden in the environment. Some are helpful to the player, giving him resources, health or other bonuses while others are dangerous monsters trying to harm him.
Here's a video to illustrate the game concept.
(Visuals are just placeholders)
The player enters a new room. He's stuck by a locked door. He explores and finds a friendly Pareidolia made from fruits replenishing his health bar and a metal key. When he turns around in the direction of the door, the furnitures on the wall in front of him (only from this position) have the shape of a creepy monster face that comes to life and chases after the player.
Because every element of the game can potentially be a threat, the player has to be very careful while exploring and progressing through the levels. He can become paranoid and paralyzed by the fear of moving forward or looking around but he's constantly pushed to explore to find useful items.
To defend himself, the player can run away, blind the creatures with a flashlight, use mirrors to scare them or try to destroy the Pareidolia elements with fire or by throwing other objects at them. On the other hand, he has to be careful not to destroy friendly Pareidolias.
This game mechanic can be used to create very interesting situations, unexpected traps and original puzzles.
A level is carpeted with creepy patterns. Looking at a wall for just a second spawn dangerous monsters. The player has to progress by looking at his feet to avoid eye contact with the walls while a blind creature is roaming around. He can use its loud moan to orient and avoid it.
A creepy face is formed on a wall from a painting and a wall clock. It's blocking the unique exit of a room. The player has to find an object to throw at the painting and knock it down, hence disarming the monster face.
During the night exploration of a more open level, the player comes across a lonely cabin. The lights are off, the cabin is calm and silent. While walking closer to inspect it, a guard dog inside senses his presence and starts to bark loudly. The inhabitants are alerted and they turn the lights on. The cabin, now with two eyes made from lit windows and a mouth made from an open garage door, comes to life and moves towards the player while smashing the screaming inhabitants against its inside walls.
More infos
Visuals, sound design and musics are inspired by the liminal space aesthetic.
The Pareidolias can only take shape through the vision of the player, when he looks directly at them. It's his curse. No other characters in the game can awaken a Pareidolia monster, but they can become their victims.
The player has an inventory to keep various objects. He can rotate and assemble them with other objects of the environment to create friendly and helpful Pareidolias.
Pareidolias monsters have various behaviors and attacks. They can attack on sight, wait and attack the player from behind, stay hidden and deal zone damage, forcing the player to find them thanks to there blinking eyes...