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This is an exercise in environmental storytelling as well as best practice environmental construction.

The lighting is meant to seem dingy but has moments of relief; the hole in the ceiling; the torches guide the player to the end of the level; the flower in the sun.

There is also a lack of torches in the areas that do not matter to the player.

Non-light elements that guide the player; The blood on the floor is there for intrigue trailing the player along to the ending door and the fallen torch is to show a sign of struggle.

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New folder.zip 102 MB

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