@ Sinister Stuff
youve pretty much hit the nail on the head with all that. thats pretty much EXACTLY the type of game i want to create. i love it in games when you see something that creeps you out, and when you look back it isnt there, or something else is.
It makes the player feel as if the game is affecting their own psychie (sp) and even though they know that its just a game. it breaks down that "forth wall" between the player and the game
@ nakidno
Thanks for all the random advice
i like the earhquake and light one, i think i might have to do something with that
I find its the way you design the levels that adds alot of the tension.
For example just having blood isnt scary. blood represents injury, and an injured enemy is no threat. Writing on a wall in blood, however, is. It makes the player "fill in the gaps" of how the blood might have got there...
Another example is a corridor that end with two perpendicular corridors in opposite directions, both dimly lit. you darnt go down one, incase as you turn, a monster from the other is waiting. Its forces the player to edge their way round, or just clench their but cheeks and run.