The Third Rule
An interactive psychological game of choices.
Role: Game Designer & Developer
Duration: 3 weeks
Tools: GDevelop, Pixilart, Figma
Type : 2D Pixel Horror / Narrative Game
A 2D pixelated horror game where a simple elevator ride turns into something darker. The player is caught between two choices at each step. The Third Rule is all about trust and deceit and making the right choice.
I. The Concept
I wanted to make a game where the decisions made by the player decide how the game moves forward. The Third Rule is a game where the fate of the characters lies directly in the choices made by the player to trust, or to not trust the people and information provided to them.
The idea initially arose when I wanted to depict a mundane and usual occurrence, something that is a part of daily life and turn it into something deeper. Using a space that is completely ordinary, like an elevator adds a layer of uncertainty and mystery.
During development I iterated the game using various settings- supermarket, school, train. Ultimately I chose an elevator because its confined environment strengthened the theme of being “stuck” both physically in the elevator and psychologically between opposing choices.
II. Storyline
The player find themselves stuck in a elevator with a stranger. In an attempt to escape the elevator the player calls the emergency operator for help. It is then that the player realizes that there is more to this than simply escaping the elevator. The player receives rules and conflicting information from people and things around him.
Caught between the truth (or the lies) the player is faced with various choices which dictate the story of the game. It is solely upto the player to believe what they see or hear and try to escape simultaneously. Finally, as a result of the choices made by the player, the game ends on a note of uncertainty and mystery, leaving the player to questions what was real, what was a lie and what really happened.
III. Visual Development
Initial Layout
Final Layout