Overview
Hollowfield is a five-minute walk from a farmhouse kitchen to a cornfield, and the house does not want you to leave. I left out the jump scares. You get lamps that flicker a little more each minute, a chair that has moved, and a scarecrow slowly turning to face you. Three endings, depending on how you play.
Highlights
- Dread that builds. I tied everything to one tension level that climbs the whole time. The lights, the sound and the color all follow it.
- Seen only sideways. A shadow figure fades in at the edge of your vision and vanishes when you look straight at it.
- A flashlight that dies. You get two minutes of charge, with five batteries hidden in dark corners. Waste it and you face the cornfield blind.
- Something in the corn. You hear rustling and catch a shadow at the turn you just passed. It never catches you. It does not have to.
How It’s Built
Every texture and every sound is made in code, down to a whisper that has the rhythm of speech but no words. It started life as a copy of this site’s 3D gallery.
Process
I designed and built it solo. The lesson: horror that punishes exploring teaches players to rush. Horror that rewards attention teaches them to dread what they notice.