u/GlayBoii

I'm working on a solo project called "Soul Tailor." It’s a psychological horror game where you mend cursed items to save (or trap) souls.

I wanted a minimal yet unsettling vibe for the menu. It features:

The Threat System: An intro to the game's lore and mechanics.

Ending Gallery: Tracking for 8 unique endings.

Does the minimalist style fit the horror aesthetic? Is the text-heavy lore screen too much for a first-time player?

u/GlayBoii — 7 days ago

Hi everyone,

I'm working on a psychological horror project called "Soul Tailor" and I would love to get some feedback from fellow developers on the environmental design and atmosphere.

The core concept is that you run a tailor shop that starts out very cozy on Day 1 (warm lighting, calm music), but the environment slowly decays and shifts into a nightmare by Day 5 based on the player's choices (we implemented an 8-ending narrative system).

I'm currently trying to balance the lighting and prop placement (like the candles and cursed items shown in the screenshot).

A few questions for the experienced builders and designers here:

  1. Does the candle lighting look atmospheric enough for a horror game, or should I tweak the color/shadows to make it creepier?

  2. For a story-driven game, do you prefer UI-driven item lists or inspecting items physically in 3D?

  3. What's the best way to handle progressive map changes across multiple days without loading entirely new sub-places?

Would love to hear your thoughts or any tips on how to improve the overall mood!

(I will leave the game link in the comments if anyone wants to test the actual atmosphere/mechanics in-game!)

u/GlayBoii — 9 days ago