“I WANT IT TO PROVIDE LOTS OF OPPORTUNITIES TO GENERATE PLAYER STORIES” David Pittman’s previous game, Neon Struct , was a brilliantly minimalist, confident homage to the immersive sim, full of bespoke, carefully crafted levels. In Slayer Shock , however, he’s returning to the chaotic procedural generation of his Lovecraft-inspired dungeon crawler, Eldritch .
But while the abstract, labyrinthine levels of that game felt suitably Lovecraftian, this world has to make more sense. Because you’re not exploring an ancient, forgotten underworld; you’re slaying vampires in Nebraska. “Near Dark and The Lost Boys are my tonal poles,” says Pittman. “And Buffy probably falls somewhere in the middle.” So while the procedural generation still creates random levels, it does so according to a…
