escape your room

Title or Working Title:
Escape Your Room

Description:
A room escape game where the door is unlocked the whole time. Nothing’s preventing you from leaving. Why haven’t you left yet? Get it together. You can’t keep doing this every day.

Art/Research statement:
I want to use environmental storytelling to communicate the experience of depression in a way that dialogue and prose cannot. This will include some instances of surrealism – performing certain actions will have reality-altering consequences that reflect the impact depression has on one’s psyche. Example: after getting out of bed, the other side of the room stretches away to infinity. In order to interact with anything, you will have to make the long trek to the other side of the room, where everything else is. Alternatively, your bed is still right behind you.

I will judge my success based on 1) how well the mechanics reflect depression, in my view, 2) how cohesive the surrealist effects feel (changes should make some amount of sense), and 3) the depth/completeness of the environment + how many options the player can choose to try to escape.

Mock Screenshot

room_mockup

3 Game references Mario Cars 2, Catlateral Damage – purely aesthetic inspiration, with simple low-res models that should be expressive yet easy to create

3 Non-Game References