
u/Specific_Neck_7494

I made a horror game where every choice can kill you
I’ve been working on a dark text-based horror game called EPITAPH: The Parchment Anthology.
The idea is simple: you only get a couple of mistakes before dying.
There’s no combat system in the traditional sense—just choices, tension, and consequences.
I’d love to know what you think about this kind of gameplay.
I’m trying to make encounters feel “physical” in a text-based horror game
I’ve been working on a small text-based horror project and one thing I’m focusing on is making encounters feel more “real” instead of abstract.
So instead of just describing something happening, I try to make every situation feel like you can actually interact with it — whether that’s avoiding it, fighting it, or making the wrong decision and paying for it.
I’m still refining the balance, but I’m curious:
in text-based games, do you prefer more abstract narration or something more grounded and physical?