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THE WOODS

Platform:
Windows PC
Engine:
Godot Engine
Language:
Gdscript
Tools Used:
Blender, Photoshop, Obsidian
Duration:
3+ Months
Completion:
In Development
Team Size:
Solo
Role:
Game concept and mechanics,
story and dialogue design,
exploration and level design,
puzzle and interaction systems,
gameplay programming, UI/UX.
Overview:
The Woods is a first-person psychological horror game set in an alternate version of British-occupied India. The player takes the role of a British major sent to a remote village to investigate strange reports surrounding the nearby forest. What begins as a simple investigation gradually turns into something far more unsettling as the player discovers that the woods are not simply a place, but a living entity.
The game combines exploration, investigation, choice-based dialogue, puzzles, and psychological horror. Players explore the village, question its residents, search for clues, and uncover information about the mysterious woods. Dialogue choices, bribery, and interactions with the villagers can reveal different pieces of information and influence the player's experience.
As night falls, the investigation takes a darker turn. The player begins experiencing strange sounds, hallucinations, supernatural encounters, and manipulation from the forest. The woods use the player's memories, fears, and regrets to mislead them, creating uncertainty about what is real and what can be trusted.
Project Design Goals:
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Create a psychological horror experience where the fear comes from uncertainty and the unknown.
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Combine exploration, investigation, dialogue choices, and puzzles to gradually uncover the mystery of the woods.
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Make the forest feel like a living entity that can manipulate the player's surroundings, memories, and decisions.
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Use environmental storytelling, supernatural encounters, and changing events to create tension without relying only on jumpscares.
Links:
SCREENSHOTS (FEEL FREE TO USE)
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Detailed Info:
The Woods started as a story-driven psychological horror concept built around the idea of a forest that is more than just a location. The forest is treated as a living entity that can influence the player, manipulate their perception, and use their memories and regrets against them.
The game begins with the protagonist arriving at a quiet village to investigate reports connected to the woods. Players can explore the village, interact with its residents, investigate different locations, and use dialogue choices to uncover information. Some villagers are unwilling to speak, while others can reveal more depending on the questions asked or choices made.
As the investigation progresses, the game gradually moves away from a grounded investigation and into psychological horror. Strange voices, hallucinations, unexplained events, and changes within the forest begin to make it difficult for the player to understand what is actually happening. The forest can even imitate familiar voices and alter its surroundings to mislead the player.
A major part of the design is the rules of the woods. Players are given warnings such as never entering the fog, not answering knocks while inside a shelter, and not responding when the woods call them. Breaking these rules is intended to have consequences, potentially affecting the player's survival or the direction of the story.
The project also explores interactive systems such as object examination, limited inventory, lantern fuel, radio and cassette interactions, environmental dialogue triggers, puzzles, stealth, and a balance mechanic used during moments of hypnosis or mental control.
The overall goal was to make the player feel that something is wrong without always showing them exactly what it is, allowing the mystery, environment, and uncertainty to drive the horror rather than relying entirely on direct encounters.
Game & Level Design:
Features I designed and worked on for The Woods:
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Story and dialogue design
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Village exploration and investigation
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Forest exploration and path design
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Puzzle and environmental design
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Choice-based interactions
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Horror pacing and encounter design
Gameplay Programming (C#):
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Player interaction systems
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Object examination and interaction
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Dialogue and choice systems
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Balance and hypnosis mechanics
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Inventory system
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Radio, cassette, and interaction systems
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Gameplay scripting and event triggers
UI/UX & Interactive Systems:
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Minimal HUD design
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Inventory interface
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Futuristic meter interface
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Dialogue and choice UI
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Radio and cassette interfaces
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Interaction prompts and feedback
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UI integration with gameplay systems
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