Initially, I was uncertain about how to conclude the game or what the consequences would be if the player managed to seal the entity away. I opted to create two different endings: one in which the player successfully contains the entity forever, and another where the player meets their demise at the hands of the entity. In the latter scenario, after the player writes down the entity's name, it fully manifests in the space, as foretold in the second cutscene. I designed the entity's movement to halve the distance between itself and the player every 7 seconds. This gameplay mechanic heightens tension and fear by compelling the player to act swiftly, uncertain of the repercussions if the entity gets too near. Drawing inspiration from my playful thinking essay on horror in video games, I utilised effective strategies to instil fear. If the player gets too close to the entity, a jump scare is triggered where it seizes the screen and emits a loud scream. Feedback from playtesting indicated that this was highly effective in frightening players.

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