Spook the Difference

Example of the UI In the game. I tried to make it feel as though it's an interactive world and wanted the UI to be as diegetic as possible. Interacting with the sign gave a multitude of actions, pressing play would cause the door in the mansion to open giving a sense welcoming, while pressing the level select button would direct the player towards a grave site with each selectable level.

This is an example of the gameplay. The game takes place in different phases and this is the first phase which would task the player with remembering the room.

This is the room after it changes. We had a few easy examples mixed in with some more subtle changes to get the player to think more strategically.

Example of the UI In the game. I tried to make it feel as though it's an interactive world and wanted the UI to be as diegetic as possible. Interacting with the sign gave a multitude of actions, pressing play would cause the door in the mansion to open giving a sense welcoming, while pressing the level select button would direct the player towards a grave site with each selectable level.