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About This Project
I built Abyss as my Halloween Hackathon submission. A short, immersive horror web experience that rewards slow exploration and mood driven UI.
Key Features
- Creates a horror environment with slow, deliberate pacing
- Haunting, layered animations and visual transitions
- Ambient audio and subtle sound cues to set tone
- Responsive layout with accessible navigation
- Built with Next.js, React, Tailwind CSS and Shadcn; tooling via Bun
- Live demo on Vercel and source code on GitHub
Development Progress
Overall Progress100%
Project development is complete and ready for production use.
Technology Stack
NextJs
React
Vercel
Tailwind
ShadCn
Bun
The Journey Behind
Motivation
I wanted to try a hackathon for the first time and experiment with mood driven UIs, so I created Abyss. The goal was simple: make a short, eerie experience that rewards slow reading and careful interaction.
- •Have a look at the project and read the contents slowly hehe
- •Explore how layout, motion, and sound combine to create atmosphere
- •Build a compact, production ready demo during a short hackathon window
- •Experiment with small UI patterns that produce a larger emotional effect
Development Journey
Started as a hackathon entry focused development over a short, intense period
Iterated on layered animations and ambient audio to refine mood
Polished transitions and accessibility to make the experience feel smooth across devices
Problems Faced
- •Atmosphere Tuning:Balancing visuals, motion, and sound so the experience feels unsettling without overwhelming the user.
- •Performance:Keeping animations smooth on low end devices required careful CSS and image optimization.
- •Audio Sync & UX:Subtle audio cues had to be timed to UI transitions to avoid breaking immersion.
- •Time Constraints:Hackathon timeboxing forced prioritization — focusing on high impact details over feature bloat.
Key Learnings
- •Small Patterns, Big Impact:Tiny UI choices pacing, spacing, and subtle motion can drastically change the emotional tone.
- •User Focused Iteration:Getting quick feedback and iterating on interactions mattered more than adding extra features.
- •Tooling & Deployment:Using Bun for fast local tooling and Vercel for deployment made iteration and sharing trivial.
- •Design Restraint:Keeping interactions minimalist helped the atmosphere; sometimes less is more.
Want to see more projects?
Explore my other projects to see different technologies and approaches to solving various problems.