Use of Mirrors

Access between the two dimensions is via a mirror. The player "dives" into a mirror, which acts as a teleporter, allowing him to travel between the two dimensions.

Each mirror is linked to a single level of the imaginary dimension.

Since the artistic direction revolves heavily around mirrors, it’s important that the concept of mirrors is integrated into the various gameplay mechanics.

Complementarity between two dimensions

Riddles are scattered throughout the school, within the normal dimension. To solve them, the player must explore the imaginary dimension, where each level is designed to provide the solution to a specific puzzle. Thus, each puzzle in the school corresponds to a distinct level in the imaginary dimension.

Exploring and completing a level in this dimension provides the player with the clues or solutions needed to progress in the normal dimension. However, nothing can be brought back from the imaginary dimension, only the information essential to solving the puzzles.

Example of puzzle 1:

In the level tuto, an obstacle (=a door with a three-digit padlock) blocks access to the HUB, so the player is stuck in this room. In this room, there's only one mirror, which logically gives access to the level of the imaginary dimension dedicated to answering the riddle(=the 3-digit code). In the magical dimension, the player explores the level and finds the answer to the riddle at the end (=a short narrative text referring to a field trip by a class of 9 boys, 11 girls and 2 teachers). The player now knows the solution thanks to this clue, and can return to the obstacle to unlock it and access the rest of the game.

Example of puzzle 2:

The player wanders through the HUB as normal and finds a special object(=a cup with a supernatural liquid, something that catches the eye and makes the object exceptional) while exploring the various levels of the imaginary dimension, the player finds information on the object's purpose(=a cave painting depicting the cup placed in a coffee machine).

The player now knows what he can do with the object, how to use it and how to complete one of the puzzles.

This last example may be too simple, but the idea is to ensure that the player can only solve the riddle with the solution/clue revealed at the end of a level in the imaginary world.

Infiltration

In the parallel dimension, the player advances through a labyrinthine level, but enemies are patrolling.

Enemies can detect the player if he enters their field of vision, forcing him to infiltrate the level discreetly to avoid them.

They move along a defined path, from waypoint to waypoint, with short pauses at each stage. Their trajectory follows a loop, which they repeat indefinitely. When they change direction (turn or pivot), they do so with a certain velocity, not instantaneously, giving the player an opportunity to anticipate.

If the player is spotted, the enemy starts chasing him. If he manages to hit him, the player reappears in front of the last mirror used.

However, the player can hide in small special mirrors called "hidden mirrors," in which they become invisible to the enemies’ eyes. (more inforamtions about hese mirrors here: Features)