I felt trapped while playing this game. While you could have used a skybox, I like the perspective feeling when looking out the window. Your use of applying a material to planes, it exemplifies the feeling of being trapped, like in a simulation. I love the sounds used as well, like the static noise. It gave me backroom vibes as well as stanley parable almost.
I definitely got backrooms vibes here, especially with the uniformity and offensive blandness of the two accessible rooms. The storytelling, particularly in the first room, is particularly interesting; you were able to communicate events and mysteries through relatively simple props (the desk chairs' placement, the dangling telephone, etc.) which brought the space an intriguing sense of interrupted life. The audio attached to various objects added to that effect--I found myself hunting down all of the different sources, just to see whether they would have any clues as to what happened in the office.
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I felt trapped while playing this game. While you could have used a skybox, I like the perspective feeling when looking out the window. Your use of applying a material to planes, it exemplifies the feeling of being trapped, like in a simulation. I love the sounds used as well, like the static noise. It gave me backroom vibes as well as stanley parable almost.
I definitely got backrooms vibes here, especially with the uniformity and offensive blandness of the two accessible rooms. The storytelling, particularly in the first room, is particularly interesting; you were able to communicate events and mysteries through relatively simple props (the desk chairs' placement, the dangling telephone, etc.) which brought the space an intriguing sense of interrupted life. The audio attached to various objects added to that effect--I found myself hunting down all of the different sources, just to see whether they would have any clues as to what happened in the office.