NOTE: not all mechanisms need to stay!
Mechanisms:
- Teleporting and Cloning:
- Teleport to last saved checkpoint (MC has memory of everything).
- Clone MC from last point of death:
- Once MC reaches the last point of death, they see their dead body.
- Potential to use items from the dead body to complete a puzzle.
- The MC may die to use their dead body to solve a puzzle.
- Fog Manipulation:
- Fog is a key element in puzzles:
- In some areas, fog is thick enough that the MC cannot see through it, even with a flashlight.
- Items tossed into the fog change into another item.
- The fog can be manipulated through specific puzzles (ex: use of a flashlight, etc.).
- Some puzzles require fog to be cleared or altered to progress.
- Fast Travel Mechanic:
- Fast Travel:
- A fast travel button can be used when needed, provided the area isn't locked.
- Once the MC respawns, they are given the option to fast travel to the last point of death.
- Incentive to not fast travel: Puzzles in the starting area must be solved to unlock other puzzles, and fast traveling may bypass critical puzzle progression.
- Puzzle Changes:
- Fast traveling may reset puzzles, so the MC needs to re-solve them as they progress.
- As time passes, the map changes daily, creating different puzzle configurations.
- Example Puzzle: Walk a path, die → walk the path again, but the puzzle is different.
- Narrative Interrupts:
- After respawning, players experience a narrative interruption:
- "Omg, I died, but I'm back. How did that happen?"
- The narrative serves to reframe the player's experience and create a sense of mystery and progression in the world.
- Puzzle Progression & Incentives to Return:
- Puzzles are interlinked across different areas.
- There are incentives to go back, such as new puzzle solutions or "something blocking the way" that must be overcome with new knowledge or items.
- Lore Integration:
- Players can read lore or hear voice summaries to further understand the game's story and mechanisms.
- Dragging Dead Bodies (Sprint 2):
- Option to drag dead bodies, most likely to be implemented in Sprint 2, with possible narrative and puzzle implications.