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2

Depends how you want the game to work. Guaranteed capture: The enemy accelerates so only perfect timing, and luck of more power ups, or bonuses can get you further. This can severely diminish replay value. Pure obstetrical avoidance (Probably won't work for this game): The enemy remains at a constant distance behind the player. When the player hits an ...


0

As some have already pointed out, you can cause the feeling of rush based on sound, color and graphics . To make things clear, I'll leave the following examples: Resident Evil 3:Nemesis: During the game theres tension caused by a quiet sound that hints that nemesis is around somewhere, sudently it appears and the music changes to a stressful tone. Sonic: ...


1

Ambience music. As Mayuso stated, the worst and scariest thing in every Silent Hill game was music. Since mobile games are mostly played without sound, you should add any visual indicator of how close the spiders "can" be. Maybe web cobs flying randomly, flying leafs, dust,.. etc,. some kind of environment destruction, but not sctrictly attached to the ...


7

You mention that the user feels "safe" if the spiders are all offscreen. This is probably the most important thing to address. Fortunately, you want the right kind of thing: a gut feeling that the user has that nothing is ever safe. The "gut feeling" people get is an amalgamation of many small cues that the brain processes together to try to guestimate an ...


2

The spiders are coming after you, but cooperatively. One gets ahead, then it sends silk back to the other ones. Which are pulled up. They advance exponentially. How close the horde is then becomes a measure of how many spiders are close, instead of how close the front-edge of the spiders are. The handful of spiders that get close also send webs at the ...


1

Since you seem to want a precise visual representation of just how close the spiders are... These are all valid visual representations of timers/progress bars/distance Numbers. Such as a timer in seconds or the specific value the spiders are at such as [7/10] (where 10 means player is dead), or the distance between spiders and squirrel. Fancier numbers. ...


-3

sound of enemy(ies) approaching fused with music that hints danger to give the player a "rush" and visual effects that can dusturb the player into making a mistake.


3

Create something that the player wouldn't want to happen. Show it happening in a harmless setting (cutscene is allowed, can happen to other characters). Create a situation where it is obvious that the player will experience the undesirable outcome unless he acts soon. Everything else (action music and funky camera effects) is just superficial fluff that ...


5

A solid case study would be the game "Prince of Persia : Warrior Within" It has many chase scenes and it is by far the best chase sequence of any game till date unless you go into the horror genera where chases are generic and sort of name of the game. The game combines two of the most influential senses of humans which react to fear. Sight : When the ...


17

In order to keep player engaged, my advises are: 1) moving camera up: slowly is good, but you can choose to change camera's speed in more challenging levels, 2) camera position: you have a lot of options here, I suggest you to read carefully this great article about scrolling techniques and camera positioning 3) music (see Mayuso answer): a dynamic music ...


55

Music. Music is probably the most effective way to express feelings. If you manage to use the appropiate song that tells "Danger, run!", that is better than any camera movement (If you combine music with those kind of effects, it gets even better, of course). Imagine playing Silent Hill with david guetta music, that would make Silent Hill a joke, you ...


5

Increasing how fast they can jump is only a temporary solution. Eventually, the speed will get to be too fast for a person to physically do. Infinite runners get their difficulty from endurance (how far can you get before you mess up?). Increasing the speed makes this more challenging, but there should be a cap on it and let endurance be the challenge from ...



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