___    A
| |   {*}
| |  __V__
|_|o_|%%%|0_
   |       |
   |       |
   |_______|

SUPER WEIRD MAZE N STUFF WORKSHEET

BASE INTERACTION

The main thing players do is:

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GAME LAYER #1 (The Obvious Mechanic)

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GAME LAYER #2 (The Hidden Twist)

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GAME LAYER #3 (Extra Surprise - optional)

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EXIT CONDITION

The EXIT button appears when:

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The EXIT button links to:

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VISUAL STYLE

Make it look:

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The messages and text should feel:

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SPECIAL REQUESTS (optional)

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- _________________________________
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    ╔══════════════════════════════════════════════════════════╗
    ║                  EXAMPLE PATTERNS                        ║
    ╠══════════════════════════════════════════════════════════╣
    ║                                                          ║
    ║  SURFACE → HIDDEN → META → EXIT                         ║
    ║                                                          ║
    ║  Common Triggers:                                        ║
    ║  • Specific sequences (3x same action)                   ║
    ║  • Time-based events                                     ║
    ║  • Failure states that aren't failures                  ║
    ║  • Environmental clues                                   ║
    ║  • Pattern recognition                                   ║
    ║                                                          ║
    ║  Exit Strategies:                                        ║
    ║  • Error messages as portals                            ║
    ║  • Hidden links in "broken" UI                          ║
    ║  • Time/date specific reveals                           ║
    ║  • Achievement unlocks                                  ║
    ║                                                          ║
    ╚══════════════════════════════════════════════════════════╝

REMEMBER: Every layer should feel like a discovery, not an instruction.

Players should feel clever for finding secrets, not stupid for missing them.

                              __
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