Project DifficultiesMaking an engaging game without combat isn't the easiest of tasks and proved difficult from a design perspective for Red Room.
My SolutionBesides the obvious threat of the games villain, I added environmental hazards, such as buzz-saws and shattered glass, a basic platforming section over a barbed wire pit, and puzzles, such as finding key codes to unlock doors and an intricate maze of burst steam pipes which must be shut off in a specific order.