Year
2022
PROJECT TYPE
SOLO
GENRE
# FIRST PERSON ESCAPE GAME
DEVELOPMENT TIME
5 Days
• Designed a first-person horror maze where the player must find an exit before time runs out while navigating an abandoned floor filled with lots of jump scares.
• Built the gameplay around flashlight-based exploration, making visibility and memory important for survival.
• Used maze structure and repeated room layouts to create disorientation and tension.
• Focused on short horror pacing where scares appear frequently to keep pressure constant.
• Kept movement simple so the player stays focused on sound, direction, and escape.
• Maze navigation initially became frustrating instead of tense
→ Adjusted room flow so players could still feel lost without fully breaking progression.
• Jump scares needed better timing to remain effective
→ Spread scare moments across different turns and spaces instead of clustering them together.
• Darkness reduced readability in some areas
→ Balanced flashlight visibility so players could navigate while still feeling uncertain.

This was my first horror-focused project, and it helped me understand how simple level structure and sound can quickly create tension. I enjoyed experimenting with fear through pacing and player uncertainty.
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