When One Room is Not Enough, and yet Just Right
We’re doing well mechanics-wise on our entry (the graphics are another story). Looking for a different way of handling the theme, we took “One Room” and hid it in a small residential neighborhood.

The graphics have miles to go, but the interiors of the houses (currently represented by white cubes) are all done, and the game’s main hook is in, so now we’re going to work on some of the individual room details before adding the interface and polishing the visuals. Here’s an example of one of the (incomplete) spare rooms.
