Yes. If you're going to design something scary and gross, it has to be something scary and gross to you. When I was a young child, Ecco the Dolphin scared me in ways few games had. The suspense, the weight of the ocean above you -- Air running out -- It was intense. That's partly where I'm coming from when I turn my eyes toward underwater stuff.
It's going to revisit similar themes I'm interested in, but the game will be even darker than Ghost Song is, which, despite the isolated feel, maintains some levity by virtue of the characters and the "video gamey" gameplay.
Right, but there are different kinds of scary. For example, Costume Quest is based on Halloween and has lots of gross goblins and monsters, but it's not really supposed to scare you. And something like Nightmare Before Christmas is more atmospheric and bizarre than it is scary. And I like that. Scary doesn't always have to be depressing or terrifying to me as long as there's something else interesting or charming about it.
Also tell me your ideas, I'll tell you if they're good.
I'm trying not to dwell on it too much because then I'll never be able to finish the current project, but there are a lot of things that we want to do differently next time. Abe had this idea that HP bars feel super artificial in games, like when the boss has 1 pixel of health left but still moves around and attacks like normal, so instead everything in the game just has one or two hit points. In theory there could be a hundred or more, but programming and animating a hundred different damage states is burdensome, so it's just one or two for most things. Yet that's severely limiting on combat, so we're doing something more traditional next time.
Also the original designs called for the player to get random weapons each run through of the game, but a combination of the aforementioned HP debacle and its balancing issues, plus not knowing how to do skins and attachments in Spine meant cutting things down to just one weapon, the basic sword. So next time we want to experiment with more weapon types.
It'll probably still be a side-scrolling game, but I'm not sure how much of it will be procedurally generated. We want there to be an overworld and lots of NPCs and a real sense of place. I know that sounds like some of what you've been talking about for the past couple weeks, and honestly I can't tell how much of it is original thought and how much is agreeing with you on the matter. Having distinct stages is fine in Nethermind because of its approach, but I like the idea of something more networked and alive too.
So there will probably be a Zelda-style map with an overworld with some villages and towns, and dungeons in all of the far reaches. The dungeons will have more of the platforming and gamey bits, maybe with new gear or items in each. It's possible the specific dungeon layouts will be procedural, or even the whole world map, but that's going to take some prototyping to see how feasible it is.
Aesthetically, I'm thinking somewhere in the neighborhood of Don't Starve and the Series of Unfortunate Events movie. Or maybe I should say halfway between Bloodborne and Tim Burton? Depressing, harrowing, low saturation, otherworldly, intimidating.