Knock Knock

Peeking through the door (Main View)

Looking around the room

Opening the door
About the Project
Knock Knock is Prototype #2 in a short horror game series where I explore concepts in 1–3 days, aiming for quick, minimum viable builds. More of a "demo reel" than a full game, it’s inspired by the Mandela Catalogue and the “fake humans” genre. Built in under three days with some voice help from friends, it’s part of a batch I’ll eventually refine into a full game based on feedback — possibly even my first Steam release.
Technical Highlights
- A dynamic character system with safe and unsafe visitors.
- Peephole mechanics with smooth camera transitions and FOV animation.
- An anxiety system that distorts audio based on player decisions.
- Voice line queueing and character management.
- Realistic movement and footstep systems.
Development Focus
- Designing a risk/reward gameplay loop around observation and trust.
- Building audio distortion that escalates tension dynamically.
- Implementing immersive transitions between gameplay states.
- Balancing randomization with fair player decision-making.
What I Learned
- Character and audio management in Unity.
- Camera manipulation and smooth transitions.
- Player feedback systems through audio and visual cues.
- First-person controller refinement.
- Creating effective psychological horror through game mechanics.
- State management for gameplay elements.