u/ScreamOperatorDev
I animated a haunted level transition with a surprise appearance 👻
Hi Everyone!
Normally, this heavy iron UI gate is just your standard, empty menu screen. But for this specific haunted level, I wanted to hide a phantom in the shadows for a surprise reveal.
Everything is 100% hand-drawn pixel art for a 2D management sim. Let me know what you think of the transition!
I animated a haunted level transition screen with a surprise appearance.
Hi Everyone!
Normally, this heavy iron UI gate is just your standard, empty menu screen. But for this specific haunted level, I wanted to hide a phantom in the shadows for a surprise reveal 👻
Everything is 100% hand-drawn pixel art for a spooky 2D management sim. Let me know what you think of the transition!
I'm working on a spooky management sim where you design and operate your own dark ride.
Hey everyone,
I'd love to share the latest gameplay for my game: Scream Operator: Haunted House Manager.
It's a game where you design and personally operate your own haunted dark ride. It's built entirely around a detailed pixel-art style and a spooky atmosphere. I'm currently working (very) hard to have a free demo ready for halloween season!
You can find the latest gameplay teaser here: https://www.youtube.com/watch?v=Cq8P7WwIMsw
If this is something you would like, you can find more info and follow all progress by leaving a wishlist on the Steam page 🤗
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
I'm working on a spooky management sim where you design and operate your own dark ride.
Hey everyone,
After the overwelming positive response I received last time, I'd love to share the latest gameplay of the Haunted House Management Sim I'm building.
It's a cozy-creepy management sim where you design and operate your own haunted house dark ride. Instead of a regular god-mode view, you sit behind an industrial operator dashboard and personally manage the whole attraction. It has a detailed pixel-art style and a cuty & spooky atmosphere.
I'm currently working very hard to get a demo ready for Halloween season. If you like, you can find more info and screenshots on the Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
No Generative AI was used for the art, animations, code or assets. All (pixel) art and mechanics are created by either me, or the great artists I've been working with on this adventure.
If there are any questions or ideas, feel free to hit me up! I'll be super happy to discuss in the comments.
New look at the Haunted Dark Ride Management Sim I'm building with GDevelop!
Hey everyone,
I'd love to share the latest gameplay for the game I'm currently building in GDevelop.
It's a pixel-art management sim where you design and operate your own haunted house dark ride. I've actually never created a game before, and am truly happy with how inituitive it is to use GDevelop and create a game that's entirely what I envisioned.
I'm currently working very hard to get a demo ready for Halloween season. If you like, you can find more info and screenshots on the Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
I've had lovely conversations with fellow GDevelopers in the past regarding the lightning and mechanics of this game, and I've had more than a fair share of help too. If there's anything you'd like to discuss, or any feedback, please feel free to hit me up here, or on discord!
Hey everyone,
I'm currently prototyping the core placement mechanics for a management sim, and I wanted to share some design iterations that solved a massive UX headache for me.
I'm building a game where you manage a dark ride/haunted house from a control room. You drag and drop traps, lights, and actors into the rooms. Initially, I hit a massive wall with how building felt. Here is how I solved it by combining two different genres.
1. The Free-Placement Trap
Initially, I wanted maximum player freedom. Drag a prop, drop it anywhere on the blueprint. Sounds great on paper, but in a management context, it was a UX nightmare. Players were clipping items into walls, struggling to align traps with the ride tracks, and the placement felt 'floaty'.
The Fix: I scrapped free movement and implemented a strict virtual grid system. Now, when you drag an item over the room overlay, it snaps perfectly to a predetermined grid. This single change instantly gave it that satisfying, chunky "Tycoon" feel. It removes decision fatigue about exact pixel placement, and on the backend, it makes collision logic and pathing 10x easier to manage.
2. The 'Live Deckbuilding' Menu
The second issue was the build menu itself. Most management games use static categories (e.g., Tabs for 'Props', 'Actors', 'Lights'). I found this encouraged players to min-max the exact same optimal layouts every single time. It got boring fast.
I threw out the static build menu and turned it into a live deckbuilding mechanic. At the bottom of the screen, you have a 'hand' of cards. You draw or reroll these items (e.g., pulling a 'Chainsaw Actor' card or a 'Cursed Gramophone' card). To build, you drag the card directly from your hand onto the grid.
Best of both worlds
By combining a rigid spatial system (the grid) with an unpredictable resource system (the deck), the entire gameplay loop changed. It shifted from "building the mathematically perfect room" to "making the best tactical use of the hand you're dealt within the space you have." It forces the player to improvise their management strategy on the fly.
Has anyone else experimented with replacing traditional tycoon build menus with card/deckbuilding mechanics? I'd love to hear your thoughts on how you balanced the RNG so players don't feel completely screwed over by bad draws.
Obviously still huge work in progress, but really happy with the drag and drop system I’m building for my game.
Gdevelop is a true delight for systems as these. Especially when using the “Virtual grid” extension for this specific element!
What do you think?
Hey everyone,
My background is in marketing, but I’m currently developing my very first indie game. I just hit my first 500 wishlists without spending a dime on ads, and I wanted to share some early insights on how the positioning is working out.
The Hook: The game is called Scream Operator. It’s a Haunted House Dark Ride Simulator. The angle is an inversion of the usual horror trope: instead of walking through the house, you sit in the control room. You drag-and-drop the scare actors, strobe lights, and animatronics, manage the power budget, and try to maximize the 'Scare' factor all the while maintaining a healthy profit.
The Strategy so far: All 500 wishlists have come purely from organic Reddit posts and a few social media updates.
Biggest lesson so far:
- Niche down: Positioning it strictly as a "dark ride sim" / "tycoon" instead of just a "horror game" made targeting so much easier. Tycoon players are hungry for deep management systems with unique themes. Same goes for what subs to post in. Niched subs as r/tycoon and r/hauntedmansion were hyped instantly, whilst posting in r/games and r/pcgaming led to a lot of downvotes
It’s a small milestone, but validating the core hook this early gives me the confidence to keep building the funnel (and the game itself, of course).
Happy to answer any questions about the organic Reddit grind!
For context on how I structured the Steam page and capsule art around this hook (or if you'd like to play something like this yourself :o), you can check it out here:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
Hey fellow solo devs,
I just hit 500 wishlists today and I wanted to share this milestone with you all. As someone making their very first game completely solo, seeing that number tick up is an incredible feeling.
The game is a haunted house dark ride simulator. The hook is that instead of walking through a haunted house and getting scared, you are the one running it from the control room. You drag-and-drop the animatronics, strobe lights, and scare actors into the rooms, manage the power grid, and try to scare the guests in the carts whilst also maintaining a healthy cashflow.
The best part for me: these wishlists are 100% organic. I haven't spent a single cent on ads. It's all just been from posting updates here on Reddit and doing some social media posts. The marketing side of solo development is honestly just as daunting as the coding, but seeing people respond to the core concept gives me so much motivation to keep going.
To anyone else grinding away on their first project: keep sharing your stuff!
If you want to check out the page or the vibe of the game, here is the Steam link: https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
I've always loved theme park games, but I wanted to focus on the grit and chaos of running a single, terrifying dark ride.
In Scream Operator, you play as the ride operator. You have a fixed track, and it's your job to drag-and-drop the scares, like strobe lights, chainsaw actors, and creepy props, into the rooms. You have to balance the 'Scare' factor with your budget and power supply to keep the attraction running.
This is my first time developing a game, and today I just crossed 500 wishlists! I haven't spent a dime on marketing; it's all just been from posting updates on Reddit and chatting with the community.
Seeing people actually interested in playing a dark ride simulator gives me a massive boost to keep building. You can check out the Steam page here: https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
Hitting 500 wishlists might not sound like much compared to the big indie hits, but as a solo dev, seeing 500 people actually want to play your game is an insane feeling.
I’m building Scream Operator, a management/tycoon game where you run a haunted house from a control room. You place the animatronics, manage the power, and try to scare the visitors.
Just wanted to share this little victory. If managing a haunted ride sounds like your kind of tycoon game, a wishlist means the world to me: https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
TL;DR - Building A Haunted House Management Sim, would like to share with hardcore fans and collect insight on what should be included.
Hey everyone!
I've always loved haunted houses, but I've never really found a game that captures what it's like to run one from behind the scenes. So as a solo dev, I decided to just build one myself. It's called Scream Operator: Haunted House Manager
Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
Instead of a standard overhead camera where you just place paths, you actually sit behind an industrial dashboard. You have to manually dispatch the carts, trigger the animatronics at the right time to get the best scares, and make sure the whole ride doesn't break down (or catch fire) while guests are inside.
As a player, you'll need to find balance between these elements;
- Scare-Score & Immersion: keep guests terrified but fully entertained
- Waiting times and queue flow
- Safety: prevent accidents and ride breakdowns
- Power grid, oil levels, and animatronic reliability
- Shop storage and merchandising
- Cashflow and prestige
You start out doing everything manually (dispatching carts, loading guests, etc.) and gradually unlock automation, new terrifying animatronics, pre-show rooms, and custom decorations as you earn cash and prestige.
I figured this community might appreciate the theme! Everything is hand-drawn pixel art, and the music is created by a great composer I was lucky enough to find on good ol' reddit.
Since you guys are the experts on commercial haunts and dark rides, I'd love to pick your brains. What makes a haunted attraction truly unforgettable for you? Is it the perfect timing of the scares, the build-up of tension, or the practical effects?
Also, what kind of crazy or realistic things would you absolutely want to see (or manage) in a game like this? I really want to make sure I do the haunt community justice.
Would love to hear your stories and ideas!
Hi everyone!
I’ve always been fascinated by the "behind-the-scenes" tech of the haunt industry, the control panels, the safety sensors, and the chaos of a busy night. I decided to turn that passion into a management game.
Instead of a typical tycoon game, I wanted to focus on the actual operation of a dark ride. You sit behind a 2D industrial dashboard and manage:
- Dispatching & Flow: Keeping the carts moving without compromising safety zones.
- Actor/Animatronic Scares: Balancing the intensity of the scares to keep the "Scare-Score" high.
- Technical Reliability: Monitoring power grids and hydraulics (oil levels) so the attraction doesn't E-stop mid-run.
- Scaling up: Starting with manual levers and eventually upgrading to full industrial automation and new terrifying rooms.
Steam Page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
I really wanted to capture that tactile feel of an operator’s desk. As people who actually work in or love haunts, I’d love to hear your thoughts: Does this look like something that captures the "vibe" of running a haunt? Are there any specific industry details you’d love to see in a game like this?
Would love to chat in the comments!
Hey everyone,
I'm a solo developer working on Scream Operator: Haunted House Manager, a spooky management/tycoon game where you run your own haunted house dark ride.
Last time I posted here, I was blown away by the amount of support I received from the community. Thanks you so much for this!
I've since worked hard on the steam page, added new capsule art and screenshots, and I hope you like this first gameplay teaser too!
In this game; You’re the operator of your own haunted house dark ride. Instead of the usual god-mode camera, you control everything directly from an industrial operator dashboard. Your job is to balance intense scares with smart business decisions to grow your profits and create the ultimate haunted experience.
As a player, you'll need to find balance between these elements;
- Scare-Score & Immersion: keep guests terrified but fully entertained
- Waiting times and queue flow
- Safety: prevent accidents and ride breakdowns
- Power grid, oil levels, and animatronic reliability
- Shop storage and merchandising
- Cashflow and prestige
You start out doing everything manually (dispatching carts, loading guests, etc.) and gradually unlock automation, new terrifying animatronics, pre-show rooms, and custom decorations as you earn cash and prestige.
No Generative AI was used for the art, animations, code or assets. All pixel art and mechanics are created by either me, or the great artists I've been working with on this adventure. I even hired a great musical artist who made the the wonderfull soundtrack you can hear in the teaser attached here!
Here’s the gameplay teaser:
https://youtu.be/Cq8P7WwIMsw
What do you think? Does the dashboard-operated style sound fun or too stressful for a tycoon game? Would love to hear your thoughts on the balance between scares and management!
Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/
Thanks again guys! If there's any questions or suggestions, I'll be in the comments!