Inspiration

Monster Scare House was inspired by playful monster worlds and tower defense games. I wanted to reverse the usual fantasy: instead of fighting monsters, the player manages them and scares human visitors for profit.

What it does

Players unlock placement slots, choose Monsters or Traps, and fill Visitors’ Fear Meters before they reach the exit. Scared Visitors run away and drop Coins and Scare Points, which are used for upgrades and temporary skills.

After each level, players recruit and permanently upgrade units, complete quests, grow their collection, and unlock new haunted themes.

How I built it

I created the GDD, FTUE, player journey, production plan, UI wireframes, character concepts, visitor designs, and visual concept package.

Challenges

The biggest challenges were controlling the scope, keeping every unit and Visitor mechanically distinct, and maintaining clear readability on a vertical mobile screen.

What’s next

The next step is a playable MVP featuring Haunted Hotel, Cursed Asylum, Fear Meter combat, Tier upgrades, Skills, Elite Visitors, Bosses, recruitment, and permanent progression.

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