Interviews
How a Love of Slashers, VHS, and Survival Horror Fuels the Work of Developer Puppet Combo [Interview]
Among my favorite subgenres in horror, slashers hold a special place in my heart. Though slashers reigned supreme in the 80s, they’ve continued to see success in the decades since. And yet, there hasn’t been much in the way of slasher related video games. Sure there are games that include a slasher-like antagonist, but not many that pay homage to that golden age of horror cinema.
That is unless you are playing a Puppet Combo game.
The developer is known for their 80s VHS era-inspired horror and retro game design. With such exhilarating titles as Babysitter Bloodbath, The Power Drill Massacre, and The Glass Staircase, Puppet Combo offers experiences that are chilling, wild, and tense. Part of this is thanks to the mechanics that force players into unnerving situations. When one plays Babysitter Bloodbath, they feel a surge of adrenaline as a crazed killer stalks them. This, along with the VHS and low-poly visuals, allows for a unique flavor of horror that has been missing in the medium of games.
I reached out to Puppet Combo with a few questions to learn more about the developer’s work, philosophy and passion for horror.
Bloody Disgusting: What inspired you to start game development? Was this something you attended school for or was it a passion you taught yourself and began exploring?
Puppet Combo: It was a passion of mine, no doubt about that. Remembering back to my times at the family computer and just downloading game engines, trying to tinker with them and make things work. But even before then, drawing game ideas or characters, stuff like that. There are a hundred things that fueled my curiosity about making games, even then.

Thinking back to it, my desire was really just to see what a slasher film would look and play like if it were a game. There had been video games like Alone in The Dark and Resident Evil at the time, but nothing quite like the realistic horror of Halloween or Texas Chainsaw Massacre. So that’s what spurred me on to begin learning how to make games.
BD: What’s a horror game that really stuck with you when you were younger? May have been one you played as a kid or teenager (maybe even inspired your work today). Why has it stuck with you?
PC: Suppose it would have to be my favorite game, Countdown Vampires. Really related to the main protagonist Detective Keith J. Snyder. We both carry ourselves in the same way.
The first Resident Evil as well… There’s just something about that game. It holds up and offers something even the other games in the series didn’t have – there’s something about the mansion’s design that really sticks with you.
BD: Why specifically focus on games pertaining to 80s horror and slashers? Are they personal favorites? What is it about these narratives that inspire you to create games based on them?
PC: It’s a genre I love and it hasn’t been done in video games very often. More so now, but when I made Babysitter Bloodbath and Power Drill Massacre, there were no Dead By Daylight style games out there. Since nobody else was making them, I had to do it myself. Regarding narrative, slashers are the only type of horror I find scary because they’re generally realistic.
BD: Your games are a call back to the golden era of classic survival horror – What do you feel this style of game design has to offer horror? How do you think it taps into feelings of dread and unease? Additionally, thinking of that golden era and today’s games, what do you think is missing in mainstream horror games now (regarding the horror component)?
PC: Ironically, I haven’t made anything that I would consider a classic survival horror game, but I have borrowed a lot of elements from them, such as tank controls and limited inventory. My intentions have always been to make the types of games I wish I had as a kid; I would have killed for Friday the 13th on PS1 rather than rehash the stuff that already exists.
As far as a classic survival horror, I like the aesthetic and storytelling, so I’d put those as number one for why I find them compelling. Also, the non-linearity, placing the player in a small but open world to unlock. Lack of resources and the scripted nature of some of the encounters creates dread – you clear a room, let your guard down to explore, and suddenly there’s a zombie coming through the door and you have to act quick – this unpredictability goes a long way.

As for modern horror, my experience is pretty limited, so it’s hard to say if there’s really anything missing. There’s still plenty of independently produced games these days that tap into those same kinds of feelings and design sensibilities, though.
BD: What impact do you feel the technology of VHS has on horror? And for any specific vibe or presence VHS may have, do you try to emulate that through your games? How?
PC: Home video and the slasher craze seem to go hand in hand since they were both taking off around the same time. I think it’s a period where everything complimented each other – the box art, the wide availability of movies that reached audiences they never would have without rental stores, the amateur shot on video boom, the genre style, music, and sensibilities of the era. Throwing a VHS filter over a game is easy, but I try to include the whole package of 80s and 90s style as authentically as possible to invoke the same feelings as an actual movie or game from the era.
BD: Do you have any core philosophy to your game design? What is your process like when it comes to writing and designing?
PC: Since I often try to design games fitting into relatively untapped game genres, I generally aim for generic – something that strictly follows the rules of a slasher with simple storytelling and plain characters.
My philosophy is to make something I’m proud of first and foremost.
After that, the design process: A game document is essential; it doesn’t need to be intricate, but some form of understanding where your development is going can be the difference between a canceled project and a released game. It depends on the project but testing the game out to see if the flow is enjoyable comes first, then possibly collaborating with some writers to see if the world or story elements fit the type of game.
BD: What continues to drive you in creating games? What creative challenges do you seek? And what are you looking forward to in the future of your career?

PC: There’s a love for the horror community that drives me forward. This last year has been exciting because there’s been the chance to work with other game developers and publish some great games via Torture Star Video [a new publishing branch of Puppet Combo]. It has been a real positive thing and something definitely worth pursuing further.
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A big thank you to Puppet Combo for their time and for speaking with us! If you are interested in playing Puppet Combo games, you can find their titles on itch.io (I personally recommend The Glass Staircase) including their latest release Murder House.
Interviews
Avalon Fast on Women, Witches, and the Intoxicating Nature of Girl Horror ‘Camp’
Of all the places to find a coven of witches, the attic above a Christian youth camp is probably the last place you’d think to look. But that’s just what we find in Camp, a surrealist nightmare of feminist empowerment from Canadian filmmaker Avalon Fast.
Emily (Zola Grimmer) is still reckoning with her involvement in a horrific tragedy when she accidentally contributes to the death of her best friend, Charlie (Giselle Morison). Unable to move on, the traumatized teen takes a job at a rural summer camp, hoping to forget her own sorrows by looking after at-risk kids. She quickly connects with a counselor named Clara (Alice Wordsworth) and finds comfort in her close-knit group of female friends. But a mysterious whisper from deep in the woods warns that they may be leading her down a darker path.
Fast burst onto the scene in 2022 with Honeycomb, a psychological horror film that follows a burgeoning matriarchy. Known for their focus on “Girl Horror” stories, the talented young filmmaker tackles similar themes in Camp as Emily leaves the modern world behind to embrace a dark vision of self-discovery through magic.
Ahead of the film’s U.S. release on June 26, Bloody Disgusting sat down with Fast to chat about the nebulous nature of good vs. evil and the intoxicating power of female-driven horror.

Bloody Disgusting: What inspired this unique story? Did you go to religious summer camps when you were young?
Avalon Fast: I did. I went to lots of different summer camps, but all of them were primarily Bible camps. The memory I have of camp is kind of strange. I was very homesick as a kid, and I didn’t necessarily enjoy all my time there. I definitely remember meeting some interesting girls at camp and having that presence of religion hovering around the whole experience.
BD: I really love the film’s gorgeous natural setting. Camp is the kind of surrealist nightmare that you don’t just watch. You feel it too. How did you approach creating this world?
AF: Well, a huge part of it was working with my cinematographer Eily Sprungman, who’s a very close friend. We spent years prepping, shot listing, storyboarding, and mood boarding. She’d had a similar experience to mine. We grew up around the same place, and so we understood each other’s visions from the get-go. But there are so many other pieces that came together. The costuming, the art, and the animated sequences were done by Sofiya Iurkevych. One of our producers, Taylor Nodrick, was obsessed with shooting on Super 8 film. I’ve always wanted to as well, so all the memory sequences were shot on Super 8. It was just a lot of people with an understanding and a vision for what this project was. I’m really happy with the way it turned out.
To the extent that you’re comfortable sharing, what’s your relationship to witchcraft, and what does Camp have to say about modern witches?
Well, that’s the question of Camp. It’s not that I don’t resonate with any of these things, but I specifically wanted Camp to be a little bit ambiguous around what witchcraft looks like. Is this witchcraft? Are these girls witches? Emily explicitly asks if that’s what’s happening here, and the answer isn’t yes. The film isn’t going to answer that question for you. My relationship to magic and witchcraft? It’s tough. I feel like there’s so much magic, connection, and spirituality that comes from these friendships, the closeness of these women, and what’s happening around them. A lot of what Camp is trying to say or show is just that magic can come out of friendship.

I loved watching these female friendships develop. And you’re right. No one ever says the word “coven,” but you can feel that connection, and you can see a change in Emily as those relationships grow. I’m also really fascinated with the way Camp plays with the idea of good and evil. At one point, Clara says, “Maybe God drew us to the devil,” which stopped me in my tracks. How do you view witchcraft or the magic these girls are experiencing in regard to good and evil?
That was such a huge part of the script’s construction. The story is really trying to keep a balance between those two things. I like asking people if they think these girls are good or bad, because I feel like a lot of people come out of the film thinking one or the other. They’ll say things like “thank God Emily found her people” or “God, I really wish she’d gone home.” I just don’t think there’s ever an answer. I wanted to explore the idea of going down the wrong path, especially coming out of grief. What makes you a bad person, and does healing mean you’re looking to become a better person? I don’t have an answer, but I do feel like that’s a huge part of what Camp is asking. What is good? What is bad? Why did God bring me to the devil?
Yes, because this is all happening at “God camp” in Emily’s words. So how can both of those things exist at the same time? Along those lines, I’m also fascinated by the voice Emily hears in the woods. Without spoiling too much, what is this voice asking, and what is required in return?
Emily comes to camp with a shout into the void, asking can anyone hear me? Does anyone want to? And it’s answered so clearly by these girls, specifically responding only with love, care, support, and trust. It’s like her prayers were answered. It doesn’t mean that everything is going to be alright, but Emily is looking for peace. She’s looking for a moment where she feels pure good. And I think, even at its surface level, she does get that experience.
Personally, I don’t really think people are good or bad. I think we all exist somewhere in the middle. Camp centers traditionally villainized characters, but that’s where Emily seems to find her peace, however you choose to define it.
I also wanted to show the experience of having decided that you are a bad person, you’ve made mistakes, and you feel cursed. Then when you meet other people who have done things that you would consider worse, you can actually feel good in their presence. You feel like less of a bad person. I think that’s a huge part of the story as well. Emily’s finding her version of other fucked up people, and she feels less fucked up around them. I’ve found that in my own life. It’s a cool thing. I don’t think it’s bad.
I don’t think it’s bad either. It’s finding your home, your people. We meet Emily in the aftermath of unthinkable trauma. Is this a story about mental health and healing?
Witnessing it myself. witnessing other people experience tragedy and then move through grief, you hear a lot of talk about healing or coming out the other side. There’s so much conversation around what that looks like, with self-care and showing up for yourself. I always felt really averse to it. It annoyed me. I think the beginning of the film speaks to that. The therapeutic version of what getting help looks like is obviously very different from what Camp is showing. And again, I don’t have an answer for what you’re supposed to do. But I think that’s another question I was asking: how do you heal? Do you heal at all? Is that the end goal, or are we just trying to get better? It’s something I experienced in my own grief. And the answer, for me, at least now, is just that I’m not looking to get better. So I felt like I hadn’t. I found it hard to find people to have those conversations with. And I think that’s what I ultimately wanted to make a film about.

I love that unanswered question. In my own experience, I’ve had to reframe what healing actually looks like. There’s not really an endpoint. It’s just finding a way to keep going. There’s also an element of sacrifice in this story, particularly regarding another counselor named Jo (Sophie Bawks-Smith). What role does she play in Emily’s journey?
For me, Jo is this human embodiment of Charlie, Emily’s friend. As Jo, she had a life at this camp before meeting Emily, and then was kind of taken over by Charlie’s spirit. I think a lot of people view Emily’s final choice as horrendous and tragic. In a way it is, but for me, if Jo becomes her angel, it’s almost like a self-sacrifice. Jo knows that by sacrificing herself, she’ll be giving Emily power to move forward. In the original script, the girls were supposed to bring out another counselor, JB (Aidan Laudersmith), and burn his body. But I just thought, there’s no way sacrificing this guy could give the girls enough power. There’s just no way, right? Logically, that just didn’t line up for me.
I’m glad you mentioned JB, because he has his own tragic arc. How do men factor into the world of Camp?
The way men factor into my world is so bizarre. I have such little respect for them in my films, which is something I’ve been called on. I think I have to challenge myself in the future to make a movie about a boy because, these boys … It’s not that the men in my films aren’t redeemable, but there’s no depth to these characters. They’re just treated with such disrespect. I don’t know why I do that, actually. That’s something for me to look into. It was the same with Honeycomb. They’re just such peripheral characters. I’ve had people ask about Kayne (Henri Gillespi), the scary guy at the fire, what happens to him? I just think, I don’t know. I don’t care. That’s not the point of the story.

Well, I can say after a lifetime of watching women on the periphery of the story, the course correction feels nice. In a similar vein, I’m in love with your homepage, avalonfast.com. There’s an image of girls on a film set and then a still from Honeycomb in which a blood-covered girl is screaming at the sky. And in the middle, it just says Girl Horror. It’s a really powerful statement that gives me chills. How do you define Girl Horror, and what draws you to these types of stories?
I was obsessed with the term when I started making my movies. It was something I’d come up with to kind of brand myself and describe what I was doing. Then I went through a period where I felt like it was a bit gender exclusive and didn’t interest me as much. But now I’ve come full circle on the term. I think it’s a bit of a commentary on youth and the horror of growing up female. But I think everybody can relate to that experience. I don’t want it to feel like this exclusive thing, that I make movies exclusively for girls, because I don’t think I do. I’m interested in exploring what Girl Horror means. Originally, it was just a title, something I came up with, and now it’s become something that resonates with people. You said it gave you chills. That’s cool for me to hear because there’s obviously some depth there.
Are you working on anything new?
Yes. I am actually making a movie about a boy. That’s the next thing.
That’s exciting! The more I think about feminism, the more I end up coming back to men and boys, because they have a place in the world of Girl Horror too.
Absolutely. It’s all just part of being human.

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