Game ideas
Idea #1
The first idea is set in the backrooms, and takes place on level 4, the offices. Which is a set of empty offices which is relatively safe and has lots of survivors roaming on this level.
However, for gameplay purposes I would add an enemy, however I would keep survivors in the level, but not as a game mechanic, more as just a "lore" factor
Images of what the level would look like:
I would have some empty rooms, but I would need to have some rooms that would be full with office cubicles, desks, filing cabinets and other furniture you may see in an office such as shelves and vending machines
The goal: you need to find a key, which is left on a desk, you need to retrieve the key then head to a door which leads you to a survivor camp
The enemy:
The enemy that you have to avoid will be inspired from this video, however I would make it a bit larger to make it more intimidating and also so one of the other game mechanics makes more sense
How to survive:
You can hide under desks, then it can't attack you and will leave. This is why I wanted the enemy to be larger, as if it smaller it could obviously see you under the desk, and it'd be strange
Behavior:
It roams around the map mindlessly, and upon seeing a player it will chase them. If the player goes under a desk it will stand near the desk for a few seconds before walking off.
It will have basic hearing, so when you open doors it will go towards the noise, but it wouldn't be aggressive. It'd be in a more "curious" way.
Game idea #2
The second idea is when you are given a "LiDAR scanner", this is a necessary tool that you must use to navigate around, as you don't have anything torches and it is pitch black, so you use the scanner to show the path ahead of you
Inspiration:
Screenshot from Escape the backrooms
Screenshot from LIDAR.EXE
The goal would be to head to the exit, the game requires exploration and there is no enemy, however there would be map hazards such as pits with no bottom, or areas with bear traps. These will only be distinguishable by shape
Clues will be placed around the map and signs will be used to help direct the player. The exit will be a door on a wall which when coloured it will appear green so it stands out.
Idea #3
My third idea is a stealth, puzzle horror game, which revolves around having to use the darkness as your stealth, and light will get you caught, and to "beat" the game you need to grab a key from a desk, which unlocks a breaker box you must enable to unlock the main entrance, so you may escape. The lower floor windows are also boarded up, so it prevents jumping out and escaping.
Theme:
The game would follow a soviet union aesthetic, and take place in a khrushchevka. I would also take inspiration from Metro Exodus, as it is set in Russia and a lot of these apartments are featured. Another game I'd take inspiration from is Stalker Call Of Pripyat, as it is in Ukraine and has many khrushchevkas.
Enemies:
There will be one enemy, which will roam around the building. For how it looks, I would have it look like the "wretches" from the "Backrooms", which are entities that were human, but got the "Roth Syndrome" infection and lost their humanity, and attack out of fear.
What they look like:
They only have red flesh, no skin (as they scratched it off), I would have them being humanoid.
However, instead them having a "human" face, I would want their face to look more disfigured as I believe it looks more terrifying, adding to the horror aspect.
I would have their faces look like this skin stealer, which is a backrooms entity, that I found on Bing images. (It is from artstation but the link doesn't work, 404 error)
How to survive:
I would keep the "fear" factor that the backrooms wretch have and incorporate into my game, so if the player is being chased they can choose to go into a dark room, and the enemy will not attack out of fear. However broken lights won't be every, some lights will flicker and some areas will be fully lit up, to create danger
How to win:
After enabling the breaker box, the exit will unlock letting you escape, however it will also turn on some more lights (however some will remain off). You then need to head to the exit and after running out of the building you win.
Game Idea #4
My fourth Idea will be based on backrooms Level 8, which is set in an underwater (not fully submerged) cave. The goal is to retrieve a tool box, get a crowbar inside of it and pry open a door
Inspiration:
My main inspiration is from the game "Escape The Backrooms", and the cave level.
However I also took more inspiration from the backrooms wiki for enemy ideas and potential map designs / features. Such as this image with the bridge, I'd make it so if you ran it'd crumble and you would fall into a pit of doom and die.
I also took inspiration from real underwater caves
Enemies:
There would be 2 enemies, a moth like enemy that is attracted t other players torch, forcing him to use it carefully, while still being forced to use it as it is dark inside the caves. The inspiration is the top 2 images, which both come from the backrooms. (A Mortisdoptera and a deathmoth)
The bottom two images is for an enemy spider, which will create spider webs to slow down players and also hide on the caves ceiling to then jump on the player as an ambush. The bottom left is a Troglosidae and the bottom right is an Aranea Membri (which isn't in official backrooms lore, it is fan-made).
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I want to do the fourth idea, as I think the dark caves would be perfect for a horror-like game as it can cause the player to get lost easily if they are not careful
The reason why I didn't choose the first idea is because Level 4 is mostly empty, and I wouldn't have a lot to work on or practise
The second game has a similar reason why I didn't pick it either, it means I would make everything texture less (to fit the style and concept of the game), so I wouldn't have much to work on.
For the third idea, its because the map wouldn't play out very well, also those apartments are very small and it would create tight spaces. This means that the map wouldn't be very big and trying to get away from the enemy may be frustrating












