Posted May 04, 2025 by Semi-Dead Studios
#game-design #world-layout
Each god has a distinct region.
Tileset: Foggy forest or ruined city
Function: Access point to each god’s domain (like a Nexus)
Puzzles: Use memories collected from god regions to unlock paths
Feature: Changes based on which gods are dead—flowers die, buildings collapse
Tileset: Snowy Cliff, Interior Castle
Puzzle: Don’t make a sound (movement, stepping on creaky tiles, triggering traps fails the puzzle)
Mechanic: Stealth-based or movement-restriction system
Tileset: Lava Caves, Volcano Interior
Puzzle: Reflect Elias’ rage—fight corrupted "memories"
Mechanic: Mirror maze with combat against clones
Tileset: Modern interiors blended with ethereal effects
Puzzle: Narrative memory game—put photos or fragments in the right timeline
Mechanic: Use “Recall” item to rewatch story clips
Tileset: Water-damaged houses, Docks
Puzzle: Raise/lower water levels to reach hidden memories
Mechanic: Zelda-style water switch puzzles + flooding
Tileset: Library tiles + dark void overlay
Puzzle: “Interrogation” gameplay—Truth vs Lie branching quiz
Mechanic: Narrative tension based on knowledge player has found
Tileset: Crumbling Cathedral, Black Ocean
Puzzle: Emotional weight—no fighting, just internal conflict
Mechanic: Final choice based on how many gods spared/killed