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Escape Game

When you wake up in a dark and spooky room, you try to find clues as to why you are here and escape.

First Pass

In the first test, I made the mechanism where the key opens the specified door, picking up the note as well as the combination lock. The feedback I received was that the door the key corresponds to needs to be clearer, as the player doesn't always know which door the key opens. When the player is reading the note, they need to be locked out of movement so they can't read the note while walking, and they need to be sure of the triggering range of the mechanism. I may need to be more specific about how to use the key lock and how to connect it to other objects.

Second Pass

At this stage, I had roughly prototyped my levels and introduced the mechanics I had. However, I still haven't done a perfect job with the password-locking mechanism, and I think the gameplay is a bit monotonous. I think it might be possible to add more hidden paths or unintended mechanisms, so I decided to make some of the furniture movable to hide some of the paths. In this way, I can make my levels more varied than just looking for a key to open a door. For the lighting, I followed the videos on the internet, but I got a lot of feedback that it gets darker when players get close to objects, so I needed to find a way to fix that and maintain the darker lighting effect.

Final Pass

In the final stage, I fixed the problems I had previously encountered and tried to make my levels more colorful. I changed the combination locks to pushbutton locks, which fixed the problem of having to manually enter the combination. I made some of the doors so that they can be opened without the need to find the key, which cuts down on some of the unnecessary time spent in the game. I also added movable furniture to increase the difficulty of the game. At the end of the game, I added a hidden tunnel so that the player can return to the door faster and get a more complete story.

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