#THE REFLECTION

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round kayak
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The game is built around a mirror-bound entity that anchors itself to reflections and preys on perception. Players investigate a haunted house where a past incident trapped the entity inside an antique mirror, and the core tension comes from never being fully sure whether what you’re seeing is real. Reflections can desync, hallucinations may affect only one player, and the entity can mimic human behavior to create doubt within the team. The experience is meant to be psychological first — less about loud jump scares and more about pressure, misdirection, and the fear of making the wrong call during rituals.

The main loop revolves around investigating rooms, gathering ritual components, and performing coordinated actions to weaken the entity before attempting to break the mirror that binds it. I’m aiming for matches to feel unpredictable through randomized ritual combinations while keeping the core objective consistent so players can learn and adapt.

Right now I’m focused on the core gameplay flow.... making rituals feel deliberate and tense, and prototyping how the entity responds dynamically to player actions so the pressure builds naturally during co-op play.

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but I’m honestly a bit stuck on how to properly start implementing the ritual systems in a way that feels interactive and tense instead of just “hold a button to complete.” If anyone has tackled ritual-style mechanics or cooperative interaction systems in Unity, I’d really appreciate hearing how you approached it.

round kayak
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started workin on trailer/ cut scenes

round kayak
round kayak
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optimizing my game
currently trying with vsync right now
but i'm thinking of adding specific settings