I'm probably missing some good ones but I ran out of space. Play Aconite.
Edit: added funger and that is the only change I'll make. I do not care about what your personal definition of an indie/horror game. This post includes psychological horror cause it's horror.
I've been thinking about this game again recently and remembering just how well-executed its horror is. I know there have been games similar to Doki Doki that came out afterwards but I feel none of them really paced themselves in the same way Doki Doki did. Even if you read the content warning for the game before playing for the first time the beginning of the game is juuust long enough to lull you into a false sense of security before pulling the rug out from under you, which makes for an absolutely phenomenal experience the first time through.
I FINALLY finished it! It took a freaking month to make both. Hopefully the wait was worth it, was planning to make this as a game first since it might be easier to create but I don't think so. Depends if this thing even last long, don't worry about the "It Takes Two" AU. I'm still working on concept art for each character, I just had to put that on hold for a while. Which reminds me, if you have any interest helping me in any way by either voice acting, creating background characters or with the storyboard for the AU then ask me! Sadly, I'm broke so I can't pay you. Right now I'm looking for people to help me with the script and storyboard, one so far said yes! Anyways, I hope you like it! Have best day! <3
I made a new server, If you want to voice act any of these guys then click the link on here! <3
1- DON'T EXPLAIN WHAT THE HORROR IS. DON'T EXPLAIN ANYTHING.
no context = more scary.
"oh but it is just a ghost- "
YES. you know that, I know that, but things are way more scary if you don't explain it. let your audience scare themselves trying to figure it out!
the first FNAF game didn't explain anything it was just "ok these machines are kind aggro". that is part of what made it popular! (And truthfully this reason is why i dislike the other games in the series)
i can't name how many horror movies i immediately lost interest in because it was explained.
"oh no! there is blood dripping from the walls! "
its demons or ghosts or whatever. you explained it. it isn't scary now that you explained the joke.
if you have to explain what it is, explain it at the END of the story or near the climax at best. (or better yet, don't explain at all)
2- restraint is key
i know it is tempting to show organs and blood dripping from the walls and someone eating out a corpse or whatever
but don't outright show that kind of stuff ALL THE TIME or else your audience becomes desensitized to it, and if horror fans are reading/watching your work, chances are they are going to think this is weaksauce.
you need to be SUBTLE when building up suspense in your story. don't show the real scary bits until the end of the buildup/
3- normalicy and familiarity is key
i am going to use bugsnax as an example. bugsnax has no gore and can be considered child friendly, but what made bugsnax scare people is that it has the facaude of a cutesy little game.
doki doki lit club has a simmular principle where its like a normal dating sim but you are caught off guard and things feel off.
this is a valuable tool.
4- be original and understand why the more popular ones are popular in the first place
everyone has done analogue horror. why ? because we are all so used to modern technology that older televisions and tech seem kinda creepy.
Blue_channel by gooseworks is one of my favorites. It gets right to the point, and while it DOES explain what the product is, it doesn't go "oooh death and scary!!! oooooooh!" it lets the audience make up their own horrifying reason as to what is happening here.
saying "oooooooh look murder your parents ooooh!" isn't scary, and putting a glitchy tv filter over it isn't going to make it more scary.
and finally
5- describe the unfamiliar
i know i just said familiarity is key
but that is only 1/2 of the equation.
Everywhere at the end of time depicts the sounds of memory degrading in an alzheimers patients.
this is an experience that no one could relate to except for those who are experiencing it (and sadly, those people are either dead or mentally comatose)
this is also why lovecraft horror is loved, because we can only imagine so much before the lack of understanding drives you insane.
hope this helps, for the love of all that is good, please stop writing bad horror.