Disquietude
OCTOBER 2023 //
Disquietude is a short horror game where you're woken up to repair your ship and maintain its integrity between cryo jumps. Use limited tools to keep things running, and beware—things may not be as they seem. The game features two unique endings.









ABOUT THE PROJECT //
Disquietude was created for the 'Scream Jam 2023' competition in just two weeks. It’s a short, story-driven horror game where you must complete tasks on a ship before it breaks down, all while encountering increasingly strange events.
Credits:
Lead Designer: Rulon Adams / @Rulyguy
Lead Programmer: Peyton Crua / @JadedPython
Team Lead: Adam Kaci / @Stickguy
Lead Artist: Khang Phi / @2brender
DOCUMENTATION //
I was responsible for creating a detailed document outlining all mechanics, level design, and UI details.
The document went through two drafts. The first was created before the game jam and was disorganized and inaccurate. After refining the scope and mechanics during development, I rewrote the documentation to be more organized and reflect the final changes.
SYSTEMS DESIGN //
Designing the gameplay for a horror game was a new experience for me, as it requires balancing tension and fear without becoming frustrating. The gameplay features simple tasks, like fixing cracks with a welder, collecting batteries, and using a scanner to find hidden points.
To create tension, I added a 'ship integrity' bar that decreases over time as the player completes tasks. While the bar doesn’t trigger any immediate consequences, it adds an underlying sense of urgency and unease.
As my first horror game, I focused on keeping the mechanics simple and repeatable, allowing me to dedicate more effort to level design while still maintaining tension.
UI DESIGN //
With a limited timeframe, I focused on creating a simple, efficient UI that would add to the tension without overwhelming the player. The HUD only displayed essential information: a taskbar to track progress and prompts for specific actions.
Additional details, like task type, room location, the ship integrity meter, and a map, were placed in a single room on the ship. This kept the player informed while maintaining a high level of tension.
The minimalistic UI design allowed me to prioritize level design while keeping the gameplay experience clear and immersive.
After feedback after the game’s release, I realized that the monitor displaying tasks and ship integrity were not positioned in a way that players would immediately see, causing many to miss this crucial detail.
This project taught me a crucial lesson in designing for all different types of players.
LEVEL DESIGN //
Designing levels for a horror game presents a unique challenge, as the goal is not only to engage the player but to create tension and fear. For Disquietude, I designed the map with the player starting and ending in the same location, with a cockpit serving as a safe 'home base.' The main rooms were placed far from the cockpit, making the player feel vulnerable every time they left.
To heighten tension, I included empty spaces that forced the player to spend valuable time navigating the ship, creating a sense of dread. I also added scripted events to prevent repetition, using sound cues and lighting changes to unsettle the player. Although I couldn't include visible jumpscares, these techniques successfully built tension throughout most of the game, though the ending felt a bit underwhelming due to time constraints.
Overall, I am pleased with how the level design contributed to the game’s atmosphere and player experience, achieving its goals despite some limitations.