
Scene: 4.2_Rose’s Room is also a very important moment in the game, as it provides a lot of narrative information. In this scene, players can find many pieces of evidence related to Laura and Rose.

Object Clicked: Left Drawer

Object Clicked: Right Drawer

Object Clicked: Oedipus and Lobby Key in Rose’s Room

When I was working on this scene, I kept thinking about how to let the player leave the room. Since there’s no door drawn in the background, the player can’t leave by clicking on a door like in other scenes. I also needed to connect the next part of the story, which involves going to the basement. Then I remembered I had placed a locked drawer as an interactive object in the lobby, so I came up with the idea of placing a key in this room. This way, the player would return to the lobby, unlock the drawer, and then proceed to the basement.
Object Clicked: Trash Can

Object Clicked: Sofa
Most of the items in this room suggest that it has long been uninhabited, but the sofa shows signs of use because, in those years, Rose occasionally returns here to sit and reminisce about the past.

Object Clicked: Curtains

Object Clicked: Bed

After Everything in the Room is Clicked

Each time an item is clicked, a message ‘1111’ is sent, and a variable indicating that the item has been clicked is activated. In the block that receives the message, if it detects this message and all the variables are in their activated state, it will trigger a return to the lobby.

If the player chooses ‘NO’ to stay in the room, the lobby key will be displayed on the screen. The player can then click on the key to reopen the dialogue asking whether they want to head to the lobby.


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