
Scene: 3.2_Hallway is the first scene that contains a large amount of dialogue. Although there aren’t many clickable objects, I carefully designed multiple dialogue branches for the two knock-on-door interactions, considering various possible scenarios.
Object Clicked: Door 101
First, I considered the situation where the player clicks on the door for the first time, they don’t have the key, and there hasn’t been any mention of a key yet.

Then, I considered the possibility that the player might have obtained the key after interacting with Room 102.


However, after setting up these two possibilities, I realized that the key provided by Room 102 appears as a new item on the hallway floor. What if a player comes straight to knock on the door without picking it up? So I added another dialogue option to account for that scenario.

Object Clicked: Door 102

Just in case players try to knock on Room 102 a second time, I added a different dialogue to reflect that. Picking up the key doesn’t affect the Room 102 interaction, but I still used a variable to manage the dialogue flow. In the end, the second-time dialogue is the same whether the player has the key or not, but it helps keep the logic clean and future-proof.

Object Clicked: Get the Key of 101

After the conversation with the resident of Room 102, a new clickable key appears in front of the door, allowing players to progress further in the investigation.

Object Clicked: Oedipus Painting

This oil painting of Oedipus serves as a subtle narrative hint in the game. Curious players may look up the name to uncover its deeper meaning, while those already familiar with the reference will recognise the thematic foreshadowing.
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