Anomaly Overload
About the game
Anomaly Overload is a tension-filled horror game inspired by I'm on Observation Duty. Players must monitor four surveillance cameras simultaneously, spotting and reporting anomalies in real-time. Anomalies range from subtle environmental changes to disturbing supernatural events. The unique challenge is intensified by the fact that all four cameras are displayed together, requiring the player to stay vigilant across multiple screens. When larger anomalies occur, the game hacks the player's mouse controls, adding an extra layer of chaos and making it harder to report anomalies accurately. As the anomalies escalate, players must keep their composure to survive the night.
The Team and My Role
For Anomaly Overload, I handled all aspects of the game, including:
- Game Design: Beginning from the idea of the designer, I developed the core mechanic of monitoring multiple cameras and reporting anomalies, while introducing the twist of mouse control interference for larger anomalies.
- Multi-Camera System: Implemented a system that displays all four cameras at once, challenging the player to maintain situational awareness.
- Mouse Hacking Mechanic: Added a unique gameplay twist where, during major anomalies, the mouse controls become erratic, increasing the player's stress and difficulty in reporting issues.
- UI/UX: Designed a clean and intuitive interface for reporting anomalies quickly and efficiently, even under pressure.
- Sound Design: Integrated a soundscape that complements the tension, with audio cues alerting players to potential dangers or anomalies.
Problems Encountered and Solutions
A major challenge in Anomaly Overload was balancing the tension between monitoring all four cameras and handling the mouse-hacking mechanic during larger anomalies.
Problem: Difficulty with Mouse Hacking
Introducing the mouse hacking feature during larger anomalies caused frustration for players, as it was initially too unpredictable and made it nearly impossible to report anomalies.
Solution: Tweaking Difficulty and Feedback
To resolve this, I balanced the frequency and intensity of the mouse interference, ensuring it only happens during major anomalies with a chance of 50%, and providing subtle cues beforehand. This created a more manageable challenge while maintaining the tension and unpredictability. Through testing and feedback, I fine-tuned the mechanic to ensure it enhanced, rather than hindered, the overall experience.