In the process of making this game, I thought about how I could really use time to mess with the players' head. With the game revolving around this endless space of time, you're wondering if anything is going to happen. If anything is going to be explained to you. Going from room to room, you're able to pick up context clues that you may just be in a past life, or a life where everything is dead. Gone.

Each room is a little different than each other. Starting in the first, you see the colors are bright gold and white, symbolizing a brighter place. You meet a character(item) that talks to you, warning you on what's to come.

Progressing into the second room, you're met with a different time. The colors have changed, becoming a little darker. You're able to notice the hand is getting close to what we perceive as midnight. Pay attention to the little clocks spread across the rooms. Notice anything different?

Third room. You meet more characters. I won't spoil anything for you but you're able to tell how much closer you are to midnight. At this point, I told myself abstraction plays an important role in a story, even like this one. Looking at the characters involved, they shift our focus on the theme of the story (pg. 31). You could even say that the characters and the ominous vibe this game gives off, really lends the idea of something darker.

During the fourth room, you're met with darkness. You proceed on, going through what seems scary. Self-reflection.

Fifth and final room, you're met with your fate. You're told what exactly? You may still not know... You still may be lost. Perhaps, that's the reason we're stuck in this game. This endless loop. 

Lost in time.

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