Transitioning away from Random Rooms

After having a lot of feedback about the random rooms and how it would make the game a frustration simulator we’ve decided to go a different way. Instead of the random rooms, we’ve transitioned into having the player able to walk on the walls and the roof to solve singular room puzzles. Although this is a big transition we as a team feel like this is the correct direction to take this game.

Here’s more feedback we’ve got:

- What's the main emotional experience?
- What's the high point? the feeling of disjointed and on your toes?
- worry: created a frustration machine
- going to rooms b/c i don't understand & have a hard time navigating
- sense of satisfaction? accomplish something cool? maybe we need another element for challenge? maybe narrative needs to make sense
- GHOST involved? why am i doing this in a house that's frustrating to walk around?
- what element do you need to make this game GRAB people
- what stories you want to tell
- ESCAPE ROOM!
- tasks need to complete to obtain something in the end. What IS that? what is the code that i'm tring to crack? will there be a clue/reward per puzzle for motivation?
- Nice initial narrative hook
- missing tension in current game play
- not following through with the hook
- how does it escalate over time?
- cause and effect?
NEAT CORE CONCEPTS: but need to establish rules about how the rooms are linked. Can't consistently navigate b/w 1 and the other? (this actually is solved) non-euclidean concept in diff. ways would be really cool as you complete rooms, there are narrative ways to play with this
- core mechanic need to shine through as now it doesn't play nice as it requires puzzle from room to room to solve. Might be nicer to be self-contained rooms (everything you need to solve a puzzle is in the room itself)
- can have logically different difficulty rooms to solve
- frustration machine aspect - need to collect something and then can't consistently move to other room
- Emma: for a narrative based game you didn't present a narrative.
- motivation + pleasure need to be communicated through the manor.
- murder mystery? other goals of what's motivating you need to be thought about?
- puzzles are more domestical actions than fantastical actions
~ we could have more detail
- what can we offer that's not in reality? choose to immerse in themes of surrealism - more audity (?)
could be using a timing rationale (etc)
where is the pleasure is pretty key to this
there exists discrepancies b/w art styles
what's the story for the game but also for the MANOR (for adding detail)
ex. trapping you in so you can't get out?
- narrative based game - significant lack of narraitve
Non Euclidean Geo is A HOOK but not used in the best way
rooms are just random.
- Give people control to "randomness". Let ppl make decisions
d/n need to have doors to be random that allow for non-eucliean-ness (scales/dimensions/changing)
- STEVE: P.T.
1. A lot of feedback but not impacting design (want to make sure we are taking feedback)
- Emma: significant time to do dev - use that time wisely
and then alpha, testing, presentations, etc.
pushing the next weeks as far as possible
- Music: pressure in a level up setting easing us into game and then grab you if something can grab you QUICKER and you can feel tension ALREADY
- Level Up - 5 min of play time: if it doesn't read quickly (slow burn) - how visible is your brilliance going to be?

Further changes to the game are: Each puzzle being contained to one room. This removes some of the confusion around bringing objects from one room to the other. Next, we’ve expanded further on our puzzles in order to emphasize some of the weirder aspects of our game. For example, for the tutorial, the player will be guided through going through a painting, ending up on the roof, and knocking down the chandelier which exposes a key and is used to escape. We feel that emphasizing the wall/roof walking instead of random rooms will resolve a lot of the current issues with our game.

In terms of story, we’re better blending the story, the puzzles, and the aesthetic by transitioning everything to be about a ghost inside of a manor. In this case, a newly dead ghost is going through orientation training in order to ensure high-quality hauntings. This will help explain things like why you can’t see yourself in the mirror, why you can walk on the walls/roof and it ties together why you’re destroying/interacting with things in a manor.

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