Design Goals
1. Puzzle and Exploration: Encourage logical thinking with intuitive navigation and clue discovery.
2. Combat Support: Complement spell-craft mechanics with strategic layouts.
3.Atmospheric Tension & Narrative Immersion: Heighten horror and suspense, and reflect Taoist exorcism themes through environmental storytelling.
Design Process


1. Initial Layout:
- Started with a linear layout, focusing on straightforward player progression for prototyping.
- This approach prioritized clarity but lacked depth in exploration and player agency.
- Started with a linear layout, focusing on straightforward player progression for prototyping.
- This approach prioritized clarity but lacked depth in exploration and player agency.

2. Iterated Layout :
- Transitioned into a basic circular layout, introducing loops and connections to improve navigation and sense of space.
- Early attempts at encouraging exploration and dynamic player routes.
- Transitioned into a basic circular layout, introducing loops and connections to improve navigation and sense of space.
- Early attempts at encouraging exploration and dynamic player routes.

3. Final Implementation:
- Further refined the circular layout to include logical connections and distinct zones for puzzles, combat, and exploration.
- Improved navigation flow and introduced multiple pathways for greater player freedom and strategic gameplay.
- Added environmental storytelling, puzzles, check points and intuitive lighting to guide players seamlessly through the level.
- Further refined the circular layout to include logical connections and distinct zones for puzzles, combat, and exploration.
- Improved navigation flow and introduced multiple pathways for greater player freedom and strategic gameplay.
- Added environmental storytelling, puzzles, check points and intuitive lighting to guide players seamlessly through the level.