The game focuses on smaller amount of text at a time. There is only small portion of text is visible for the player. Scrolling back is not possible, players have to rely on memory.
Items can be collected. Different design is applied for different components of the game: selections, item receiving, generic text, etc. In this demo there is no option for using or viewing collected the items.
The game provide different types of interaction. The two examples which are shown in the game is knocking on a door and playing a piano. These interactions use sounds and CSS3 animations to enhance the gameplay.
There is chase on the hallway scene in the game. This was the very base idea of how to improve a text adventure game. This scene makes the game faster. The music, the background color, the lighting, they are all changed. The dialog control is also taken from the player’s hand, it is automatic. All these elements create a dynamic and tense part of the game.