If you've noticed the silence here at Woowl Games over the last two months, it's because I've been lost in the dark. I decided to participate in a recent Horror Jam — an experience that pushed me to experiment with mechanics I'd never touched before.
Entering the Horror Jam
The jam was a challenge: build the scariest experience you can in a limited time. For Horror House, I leaned into atmospheric tension over jump scares — silence as a tool, shadows as storytelling. I wanted the player to feel the weight of the space they were in.
It wasn't just about building. I also spent time playing through the incredible entries from fellow developers. The creativity in the horror game community is genuinely inspiring.
The Pivot: From Unity to Kotlin
As much as I enjoyed the haunt, it's time for a significant change in direction. I am officially stepping away from Unity for a season. My focus is now shifting 100% to the development of the Bilingual Stories remake.
This isn't just a port. I am building the app from the ground up natively for Android using Kotlin. This transition allows me to optimize the experience and bring the vision of Bilingual Stories to life with the performance it deserves.
The jump from horror to language learning is a big one. But the core philosophy stays the same: look closer, observe the details, craft with intention. The owl adapts.
Stay tuned — there's more to find.