Designing Stealth and Humor in Spider Control


Hello, everyone. We hope you're all having an amazing day. Today, we’re showing the design process behind Spider Control. This game isn't just code and mechanics; it’s a blend of tension, humour, and player engagement from countless hours of thought and iteration. Let’s dive into what shaped this project, the decisions that drove it, and what we’ve learned along the way.

The Vision: More Than Just a Spider Game

When we first started on Spider Control, we knew one thing for sure: we didn’t want just another spider simulator. The idea was simple but potent—capture what it feels like to be a spider in a house full of kids. But not just any spider; this one had personality, an agenda, and was here to steal food and cause some chaos. We aimed to show a different perspective, turning the ordinary into the extraordinary, with a twist of humour only voice lines in English and Egyptian Arabic could pull off.

Balancing Stealth and Fun

Stealth is tricky. Too hard, and it becomes a chore; too easy, and it loses its edge. We wanted every move the player made to have that spark of tension. The kind where you pause and rethink because one wrong move could mean the end of your little spider adventure. But it couldn’t just be serious—we needed to weave humour into every close call and daring escape. That’s where the authentic voice lines played a crucial role, blending moments of heart-stopping stealth with bursts of laughter that break the tension just enough to keep you hooked.

What Went Right

There were countless moments that stood out as wins during development. Integrating the dual-language voice lines turned out to be a decision that resonated with players. The mix of English and Egyptian Arabic added layers of relatability and humour that struck a chord. Players found themselves smiling at lines that felt familiar, even nostalgic, while being in the middle of a suspenseful chase.

What We Learned

No project is without its lessons. Balancing humour and tension was a learning curve. Initially, we underestimated how players would interact with the stealth mechanics, and there were times when the game felt skewed one way or the other. It was your feedback that guided those final tweaks, showing us the importance of an active and involved community. Yet, the game will never be fully done because any of your feedback can change the game for the better, so never stop giving feedback!!

Looking Forward

Spider Control may have started with two floors, but it’s already shaping into something much bigger. The journey isn’t over, and every piece of feedback you send helps pave the way forward. We’re committed to bringing more moments that blend challenge and fun, with that signature humor intact.

Thanks to everyone who has played, shared, and provided their thoughts. Stay with us, keep those ideas coming, and let’s see how much further we can take this together.

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