___ A
| | {*}
| | __V__
|_|o_|%%%|0_
| |
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|_______|
The main thing players do is:
The EXIT button appears when:
The EXIT button links to:
Make it look:
The messages and text should feel:
╔══════════════════════════════════════════════════════════╗
║ 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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