π When Checkpoints Turn Haunted π
My WIP started with a light idea: checkpoints inspired by grocery shopping π. Easy, cozy, everyday.
But then I asked myself β what happens when the trolley suddenly enters a section haunted by bad spirits? π»
Like the IKEA-style warehouse aisles where the lights flickerβ¦ or the wet market section with that fishy smell π.
Thatβs where the duality comes in. The same checkpoint can feel safe in one arc, but eerie in another. Itβs both a save point and a narrative trigger.
This lets me play with player emotions:
β’ π―οΈ Relief when you reach a checkpoint.
β’ π·οΈ Dread when itβs haunted instead.
Everyday life β flipped into a dark layer. Thatβs how my Dark MapleWorld Layers is slowly shaping up. π
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