On game start: Main menu with options, credits, etc. Upon pressing play there will be at least two gamemodes. The main gamemode which is made to absolutely stress and terrify the player, and a sort of walking simulator² gamemode that grants the player a radio and plays more on the comfort of liminal spaces. A happy place as it were. Of course this also grants me the ability to be an absolute soulless piece of shit and put in a completely uncalled for scare in the “safe” gamemode, but that’s neither here nor there. Lets start with the main game. The intro sequence I’m about to describe may or may not be implemented. Far more research on nostalgia, and its effects on the human mind will need to be conducted. My idea is to start with a little questionnaire. To gauge the player. Asking questions such as what generation they were a part of, their favorite childhood memories, what places feel most familiar to them, etc. Their choices could influence the look of the game to some effect. For example somebody with a childhood in the 90s would see more technology befitting that era, coupled with a far more dreamy neon aesthetic prevalent in the times. The problem is that peoples childhoods are so incredibly minutely different that no matter how accurate I make the questionnaire it probably won’t trigger the intended effects. I also have no idea what is truly nostalgic for people born in times and places I haven’t been. So this is scrapped for now for fear of overcomplicating things as a solo developer. Unless some genius idea is presented. Instead I’ll focus on the general main idea of the game. Upon continuing to the experience, a short introduction will play to set the scene. Perhaps some written, unspoken narration of the fact that you were minding your own business, doing whatever it is you typically do, and then you phased out of reality like some discarded toy left under a child’s bed for years. And then the game begins, you awaken, and look before you at a hall identical to the original backrooms image. Thus the exploration begins. The player is armed with a flashlight, the ability to sprint, and perhaps the ability to jump. I am currently conflicted as to whether I should make the game found footage, or to instead let you see through the actual character’s eyes. The difference being a grainy, analog art direction vs a clean, polished art direction. The former and the latter both have their opportunities to appear lifelike. My idea is to start off small, and