Enter the door


Overview

Title: Enter the door

Concept Statement: Players are in a mysterious space and need to successfully enter the door to escape from each unknown space, leading to an unknown fate. Through observation, memory and luck, within the unlimited life value, they need to cross the serial rooms and find the way to the exit.

Genre: This game is a small exploration game with light puzzles, combining simple selection mechanisms and light random elements.

Concept Creation Process: This game removes the complex plot, skill growth and combat system in traditional adventure games, and only retains the experience of entering the door and exploring the unknown.

The inspiration mainly comes from the minimalist puzzle game "Only One Door" and the game "I wanna be the Creator" that requires high operation and memory. I combined the simple gameplay design of the former with the unpredictable traps of the latter, making this game not as difficult to get started as the latter but always interesting. The common point of both is the characteristics of single decision-making and unpredictability. This game highlights their common characteristics and adds a single-layer clearance time design, which will make players think more about whether there will be traps. Even thinking makes the player's operation more extreme as time counts down.

Audience and Competitive Analysis:

Audience: This game is aimed at players over 14 years old, especially those who like short-term challenges, exploring the unknown, and strategic light puzzle experiences. It is suitable for fragmented time games and can also attract players who like tension and uncertainty.

Competitive Analysis:

Only One Door: The game has minimalist gameplay, but the content varies little, and it is easy to feel repetitive after playing for a long time.

"I wanna be the Creator": Maps and levels can be created by players, but some maps and levels created by players are extremely difficult and unpredictable, which makes them unfriendly to players who just want to pursue leisure.

This game improves the strategy of each choice and the replay value of the game by adding room mechanism changes (such as puzzle doors, bonus doors, trap doors), avoiding the fatigue caused by the traditional single route.

Game Treatment and Concept Art

Game World and Setting: The player wakes up in an endless gray space, surrounded by doors of various shapes. Behind each door are hidden rewards, penalties, puzzles or clues to the exit. The space is filled with strange lights and whispers, which increase the tension during the exploration process.

Gameplay and Mechanics:

Basic Mechanics: Each room has 2-4 doors, and the player must choose one to enter.

There are four possibilities behind the door: rewards (such as restoring health or obtaining props), punishments (such as deducting health, traps), puzzles (such as small memory challenges or mechanism puzzles), or safe exits to the next level.

Victory conditions:

You can escape if you successfully pass through 10 correct rooms in a row.

Art Style and Mood:

The game adopts a simple 2D pixel style, and the overall picture is mainly dark, highlighting the atmosphere of mystery and loneliness.

Each door has a different appearance design, such as:

The texture of the door (cracks, vines, symbols)

The light effect on the door frame (cold light, warm light, faint flicker)

Simple signs drawn on the door (such as eyes, chains, stars)

Players need to observe these details to infer the risks or opportunities hidden behind each door.

The overall picture keeps low details, but important elements (such as doors) will be highlighted with brighter and clearer lines to ensure clear visual guidance for players.

Get One Door

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