Posted November 22, 2025 by PGad
When the “One Room” theme was announced, our team quickly got together to brainstorm. A lot of ideas didn’t really click, but three stood out. First was a prison escape, since a prison cell technically counts as one room. The second was about a ghost trapped in a one-room time loop that you help break. The third; and the one everyone liked the most, was a fast-paced bomb-defusal game where you search the room for clues before the timer runs out. It felt fun, clear, and doable, so we went with it.
The next big question was whether to make the game in 2D or 3D. We’ve had good experiences with 3D recently, and there are plenty of ready-made assets out there, which made it tempting. But the visual style we wanted, mostly monochrome with hints of colour, seemed better suited to 2D. In the end, we chose 2D so we could create everything ourselves and keep the art consistent. We’re not totally sure how this will turn out, but we’re hoping the art style will help the game stand out.
Before jumping into drawing assets, we started by prototyping the basics: things like interacting with clues, adding screenshake, and getting the player movement feeling right. It seemed better to make sure the core mechanics worked before spending time on the visuals.
Our prototype things like interacting with clues, adding screen-shake, and getting the player movement