I made some unique entities for my ROOMS inspired game, and I would like some feedback on their mechanics.
Rooms: Reconstruction
Major Entities:
The entities you will see/encounter the most and play a larger role.
A-20
Makes a slightly quiet sound that alerts a player of its arrival. After a few seconds, A-20 will come slowly through rooms until it reaches the last un-opened door. If a player is seen, they will instantly be killed. A-20 is the slowest of them all. He will always spawn 5 rooms behind the current one.
A-60
Makes a very quiet and hardly noticeable static sound that can notify players of his approach. After a few seconds, A-60 will come extremely fast towards the furthest un-opened room. He makes loud screaming and distorted sounds, as well as a slightly quieter static effect. He has a kill radius of 50, meaning it is extremely hard to avoid him without hiding in a locker. If a player is caught, they are instantly killed. A-60 also breaks down the door and generates the next room. A-60 spawns after room 60. A-60 will always spawn 35 rooms behind the current one.
A-85 (currently removed, being reworked)
A-85 does NOT make a hint or sound that queues his arrival. Instead, you will hear his low groaning sound as he starts to rush towards the opened rooms. He has the same kill radius as A-60. After reaching the furthest un-opened room, he will pause for a second before rebounding backwards. This is an attempt to bait players to leave lockers. He rebounds twice before reaching the furthest un-opened door, and then he despawns. Anyone caught in his path is immediately killed. He does NOT break down doors on his exit. A-85 will always spawn 35 rooms behind the current one.
A-120
A loud drumming sound announces his arrival. After a few seconds, A-120 will start advancing towards the furthest un-opened room. This entity has one of the most unique mechanics in the game. After he reaches the door, he will begin checking grey lockers for players. He will only check 2 rooms behind the furthest un-opened one. If a player is hiding in a grey locker when its checked, they will be killed. If a player is not in a locker, but A-120 sees them, they will die immediately as well. A-120 does NOT check blue or (more rarely) green lockers. A-120 does NOT break down doors on his exit. A-120 will check all grey variant lockers, including Heavy Lockers. A-120 spawns after room 120. A-120 will always spawn 20 rooms behind the current one.
A-200
When a player opens a room, A-200 will spawn in THAT current room. He will wait six seconds for players to hide or get out of his range. He will then rush backwards, instantly killing anyone in his range. A-200 does NOT break down doors. Scopophobia will not occur when A-200 has spawned (for balancing purposes). He starts spawning after room 200.
Minor Entities
These are usually not as important as the major entities but might still play a role in the flow of the game.
Scopophobia
(This is NOT an entity or “deity”, but rather a status the player gets.) After being in a locker for too long, you screen will start to fade. Along with harsh breathing and flashes of text saying:
- “GET OUT.”
- “GO.”
- “LEAVE.”
- “I WILL DIE.”
- “I NEED TO LEAVE.”
The longer the player is in there, the more damage they will start to take. This does not force players out of lockers, as this is not an entity. It is the player’s own choice to suffer. Scopophobia, as stated before, will not occur during certain entity attacks.
This is sometimes referred to as A-100. Even though it isn’t an entity.
Scopophobia can be deadly, as regen is not included in the games mechanics.
A-15
A-15: Has a 1 in 200 chance to spawn in the middle of the door to the entrance of a generated room. Acts as a jumpscare. He has a high chance to spawn after room 15, but has a small chance to spawn before.
Lockers
The main hiding spots inside the game.
Grey Lockers
The most common type of locker. It is in (almost) every room inside the A section. It is also the most reliable locker, as they are always functional. However, it is not the safest from entities who check certain lockers.
Blue Lockers
An uncommon locker inside the A section. It spawns in some rooms, with each rooms having at least 1 blue locker. Blue Lockers are safe from A-120 attacks.
Green Lockers
A rare locker inside the A section. Few rooms will spawn with this locker. This locker is invulnerable to all entity attacks. This locker is useful in a pinch, or when no blue lockers are around. However, there is a 35% chance for this locker to be smashed and dented, meaning it is not a valid hiding spot.
Sections:
Sections are the different areas players travel through. (Think of floors from DOORS. The Hotel, The Mines, etc.)
A Section (The Office)
An area representing that of an office/modern building.
Unnamed B Section
This section is accessible to all players. However, if a player has beaten the A Section prior to playing this section, they get benefits.
Final Things:
After Death
He will always respond after death. Even if the cause is natural.
- Falling into a pit.
- Jumping into a fire.
- Impaled by a spike.
- Stepping on a landmine.
- Getting electrocuted.
- Etc, etc
Lore
The player is canonically atheist. They stumble upon an abandoned facility that seems to warp reality. They struggle to think that this place is even real. Various entities lurk and chase after the player, with unknown motives and intense fury. Coming again and again, as if preventing the player from reaching something.
A voice speaks from somewhere far away. You aren’t sure what is. Could it be?
(This is a very shortened and dummed down version of the games lore.)
The Great Outage
100 rooms into the A-Section, all rooms ahead will become increasingly dark. Each room will get darker and darker. Upon entering the 100th room, it says “A shiver runs down your spine.” This emphasizes the intensity and eerieness ahead. Along with that, Scopophobia will now attack if a player is hiding for too long.
A-60 Voicelines
A-60 is one of the only entities who communicate to the player.
Spawning:
- Heads up.
- Look behind you.
- Coming through!
- I see you.
- Think fast.
Despawning:
- Nice to see you again.
- WE BOTH DIE TONIGHT.
- Fate cannot be escaped.
- COWARD.
- Did I scare you?
- I will do this again, again, and again. (Reference to Roblox: Pressure)
Game Page: Rooms: Reconstruction - Roblox
Group: .connect - Roblox

