“This House Is Empty” is the culmination of months of work (writing, coding, and illustrating) acting as the final project for my college Unconventional Fiction course.
The story itself is intended to have multiple endings, but not necessarily any “bad” or “good” endings. I did not want the reader/player to feel bad about the decisions they make if they ended up getting a “bad” ending. I think people’s curiosity and the things they decide to focus on and direct their attention to should be honored, and not punished. Curiosity is, quite literally, the only thing that makes stories like these work at all. You have to hope that the reader is curious enough to keep clicking and making decisions and reaching an outcome, and maybe even going back for more.
There ARE items, rooms, and choices you can make that are intentionally absent from both the Map and Log pages, so that the discovery of them can't be cheated and discovering them is exciting and feels gratifying, because of the work put into finding them. This does mean that technically the Map and Log pages are not comprehensive, because hidden pages are not accessible through these pages. If you can't figure out how to progress, or are confused on how to find these rooms and items, the Log and Map both contain hints to finding them.
There is also a secret page breaking down ALL rooms, items, and choices, including hidden ones. Good luck finding it :P
Below are some sketches designing rooms and developing the storypaths followable within the story: