Prototype1HorrorPuzzle
A downloadable game for Windows
Description:
In this game, I designed three puzzles that the player must complete before the timer runs out. The first puzzle takes the player through a "horror" setting while trying to find hints. When the player completes this puzzle they can access the second and third puzzles which are focused on cryptography and challenge the player to think about the solution.
One Sentence Summary:
Take notes because you are going to need them to solve the puzzles in this first-person horror puzzle game, just don’t think for too long or you might get caught.
Loops:
See how the player handles solving challenging puzzles while in a "horror" setting and under time pressure.
Will the player be able to solve these puzzles in time?
Will the player learn anything?
•Leave a safe zone to gather information on puzzles.
•Try to take notes while escaping a monster and make it back to the safe zone to have time to solve puzzles/ get more information on solving the puzzles.
•Use the information you gather to progress through the game.
•Twist: spend time wisely between surviving and gathering info
Game Images Inspiration
Prototype Reflection:
I think I represented the core loop I wanted to represent. I do think I could have spent more time thinking about how to implement the loop in relation to the player experience rather than just focusing on the code.
On my next demo, I will spend more time thinking about the player experience, focusing on how I should build the demo instead of just the concepts as I think I built out some of the systems of my demo more than I should have.
This demo did answer my question, and I think it was a fun experience for the player. I wanted to know if the player could keep complex puzzles in their head while navigating a stressful environment and I think it was a success. I did create a stressful environment and even succeeded in creating a scary monster when I thought I was creating something silly to chase the player.
If I were to do this demo again I would change it to be a more linear experience, using fewer scenes so that the player doesn't have to go out of their way to teleport around to each puzzle.
I think I could also start with easier puzzles and give the player more information on how to solve each of these puzzles as I may have made it too hard for a demo.