Got it, I think

Looks like I'm veering into horror again, which means it will involve that time-honoured tradition: the extremely expendable guard.
I've never really been one to use much placeholder art. Often I find that my games make heavy use of contextual animations and the mechanics are kind of built on that. The style for the game came to me pretty quickly after I had worked out the mechanics, and it will definitely involve lots of unlucky security professionals.