THE MOTEL: Door System Specification
“Every door is a question. Some answers you can’t un-know.”
1. DOOR STATES
🔒 LOCKED STATE
Visual Appearance:
- Material: Weathered steel with heavy patina, rust creeping from edges
- Color Palette: Deep charcoal (#1a1a1a) with rust-orange accents (#8B4513)
- Number Plate: Cold, unlit brass—numbers barely visible, etched by time
- Peephole: Completely black, light-absorbing void
- Frame: Dull, no neon illumination
- Handle: Cold metal, no interaction glow
Behavior:
- Subtle ambient occlusion—doors feel heavier in the space
- Occasional faint scratching sounds from within (procedural, random intervals 15-45s)
- No hover response—completely inert
- Dust particles drift around but never touch the door surface
Sound Cues:
- Deep, muffled thud when approached (sub-bass, 40-60Hz)
- Faint whisper that cuts off when visitor stops moving
- Distant, indistinct conversation from behind (reversed audio, unsettling)
Unlock Animation:
- Lock mechanism clicks audibly
- Rust flakes fall and dissipate as particles
- Number plate flickers to life with amber glow
- Handle warms from cold steel to warm brass
- Duration: 2.3 seconds, satisfying mechanical sequence
🔓 UNLOCKED/AVAILABLE STATE
Visual Appearance:
- Material: Clean wood grain beneath aged varnish, restored dignity
- Color Palette: Warm mahogany (#4A3728) with honey undertones (#D4A574)
- Number Plate: Soft amber glow (#FFB347), gentle pulse (0.8Hz)
- Peephole: Faint warm light bleeds through edges
- Frame: Subtle cyan neon trim (#00CED1), breathing pulse
- Handle: Polished brass with soft interaction halo
Behavior:
- Gentle “breathing” animation—door surface subtly expands/contracts (2% scale, 4s cycle)
- Warm air currents visible as heat distortion near bottom gap
- Hover: Handle brightens, door emits welcoming hum (C major chord)
- Proximity glow intensifies within 2-meter radius
Sound Cues:
- Continuous ambient hum (60Hz fundamental, harmonic overtones)
- Soft wind chime when cursor enters proximity zone
- Distant, inviting music—just recognizable as melody
- Floor creaks toward the door, as if hallway itself encourages entry
Entry Animation:
- Handle depresses with satisfying mechanical clunk
- Door swings open with weight and momentum (not instant)
- Light spills from within, casting visitor’s shadow backward
- Particle burst: dust motes caught in light beam
- Duration: 1.8 seconds, cinematic reveal
❓ MYSTERY/UNKNOWN STATE
Visual Appearance:
- Material: Indeterminate—shifts between wood, metal, and something else
- Color Palette: Iridescent, oil-slick colors that refuse to settle
- Number Plate: Question mark that morphs between fonts, never stable
- Peephole: Shows something, but it changes when you look away
- Frame: Flickering between multiple neon colors simultaneously
- Handle: Appears different each time—knob, lever, ring, pull-chain
Behavior:
- Glitch aesthetic—brief pixelation, texture errors, “wrongness”
- Number plate occasionally displays symbols from unknown alphabets
- Proximity triggers reality “hiccups”—brief frame drops, audio stutters
- Door seems slightly closer than it should be, or farther
- Occasional knock from inside, but no source
Sound Cues:
- Static that resolves into almost-words, then dissolves
- Reversed audio that sounds almost forward
- Frequencies that cause physical unease (18.9Hz infrasound, subtle)
- Silence that feels loud—active absence of sound
Surprise Mechanics:
- 15% chance: door opens slightly on its own when approached
- 5% chance: number plate shows visitor’s name (from system data)
- 1% chance: peephole shows visitor’s own eye looking back
- Mystery doors can transition to ANY state when unlocked
Reveal Animation:
- Reality “tears” around door edges
- Glitch cascade across entire door surface
- Sound of breaking glass, but visual is liquid mercury
- Final state revealed only at last moment
- Duration: 3.5 seconds, intentionally uncomfortable
✅ COMPLETED STATE
Visual Appearance:
- Material: Same as entry state, but with “lived-in” quality
- Color Palette: Slightly desaturated, comfortable, known
- Number Plate: Steady green glow (#2E8B57), no pulse—stable
- Peephole: Shows static image from completed experience
- Frame: Warm white neon (#F5F5DC), steady and reassuring
- Handle: Worn smooth from use, comfortable familiarity
Behavior:
- Door feels inviting in a different way—nostalgic, safe
- Can be re-entered (replay), but glow is different—acknowledging
- Proximity triggers memory echoes (faint audio from completed experience)
- Doorframe shows subtle wear marks from repeated opening
Sound Cues:
- Residual audio from completed experience (10% volume, distant)
- Satisfying “completion” chime when approached (major 7th chord)
- Subtle applause/acknowledgment sound (contextual to experience)
- Comfort frequency hum (528Hz, “love frequency”)
Satisfaction Feedback:
- Small particle burst of golden light on approach
- Door “smiles”—subtle curve to bottom edge (2-degree arc)
- Number plate briefly shows checkmark before returning to number
- Visitor shadow feels welcomed rather than cast
⚠️ WARNING/DANGER STATE
Visual Appearance:
- Material: Scorched, damaged, something survived through
- Color Palette: Warning amber (#FF8C00) and emergency red (#DC143C)
- Number Plate: Erratic flickering, occasional blackout
- Peephole: Smoke wisps visible, or dark liquid seeping
- Frame: Strobing red neon, irregular pulse (anxiety-inducing)
- Handle: Hot to touch (visual heat shimmer), or ice-cold (frost particles)
Behavior:
- Door vibrates subtly—something active behind it
- Proximity triggers instinctual hesitation (screen shake, 0.3 magnitude)
- Air feels wrong—too hot, too cold, too still, too moving
- Occasional impact from within, doorframe shudders
- Warning symbols occasionally flash on surface (subtle, peripheral)
Sound Cues:
- Low-frequency rumble, building tension
- Heartbeat that syncs to visitor’s (simulated, 80-120 BPM)
- Distant screaming that cuts to silence
- Emergency broadcast tones, corrupted and repeating
Hesitation Cues:
- Cursor “resists” approaching—subtle magnetism away from door
- Screen edges vignette dark when facing door directly
- Audio compression—sounds feel “distant” when looking at door
- Brief text flash: “ARE YOU SURE?” (33ms, subliminal)
Entry Animation:
- Door doesn’t open—it yields
- Sound of breaking seal, pressure release
- Light that emerges is wrong color for the source
- Visitor shadow stretches toward door, not away
- Duration: 2.8 seconds, reluctant, ominous
2. DOOR APPEARANCE SYSTEM
Material Library
| State | Primary Material | Secondary Material | Weathering Level |
|---|---|---|---|
| Locked | Aged Steel | Rust deposits | Heavy (70%) |
| Unlocked | Mahogany Wood | Brass fixtures | Light (20%) |
| Mystery | Shifting/Iridescent | Unknown | Unstable |
| Completed | Known Wood | Worn brass | Medium (40%) |
| Warning | Scorched Metal | Damaged surfaces | Severe (85%) |
Number Plate System
Plate Types:
- Standard: Brass rectangle, embossed numbers
- Neon: Acrylic with internal LED strip
- Vintage: Porcelain with hand-painted numbers
- Digital: LCD screen (glitchy, modern doors)
- Absence: No plate—number carved directly into door
Glow Behaviors:
- Off: Dark, unlit (Locked)
- Pulse: Breathing rhythm (Unlocked: 0.8Hz, Warning: 2.4Hz)
- Steady: Constant illumination (Completed)
- Glitch: Irregular, wrong colors (Mystery)
- Strobe: Emergency pattern (Warning)
Number Font Families:
- Classic: Times New Roman variant, elegant
- Motel: Custom retro font, 1950s aesthetic
- Digital: Seven-segment display style
- Handwritten: Slight irregularity, personal touch
- Unknown: Symbols that almost look like numbers
Peephole System
Peephole States:
| Type | Visual | Behavior |
|---|---|---|
| Blocked | Solid black | Nothing visible, light-absorbing |
| Fogged | Blurred white | Shapes visible but indistinct |
| Clear | Sharp image | Shows actual room preview |
| Wrong | Impossible view | Shows somewhere else entirely |
| Self-Reflective | Mirror | Shows visitor’s eye |
| Active | Moving scene | Live preview of experience |
Peephole Materials:
- Standard glass lens
- Fish-eye distortion lens
- Tinted (amber, red, blue)
- Cracked/damaged
- Missing entirely (hole into void)
Door Frame System
Frame Components:
- Neon Trim: Programmable RGB, state-reactive
- Molding: Art deco, modern, or absent
- Threshold: Visible gap (light leak) or sealed
- Header: Room number repeated, or symbol
- Sidelights: Narrow windows (some doors), frosted or clear
Frame States:
- Dormant: No illumination, part of background
- Active: Neon pulse synchronized to door state
- Alert: Rapid strobing, attention-demanding
- Damaged: Flickering, broken segments, exposed wiring
Handle/Knob System
Handle Types:
- Classic Knob: Round, brass, vintage
- Lever Handle: Modern, accessibility-friendly
- Ring Pull: Circular, industrial
- Push Plate: No handle, just push
- Absent: No visible mechanism
Interaction Feedback:
- Hover: Glow intensifies, subtle scale increase (105%)
- Click: Satisfying mechanical sound, physical depression
- Hold: Haptic-style visual feedback (screen shake)
- Release: Spring-back animation, audio echo
Handle States:
- Cold (Locked): Blue-tinted, frost particles
- Warm (Unlocked): Amber-tinted, heat shimmer
- Hot (Warning): Red-tinted, warning glow
- Wrong (Mystery): Color-shifting, unstable
3. DOOR ANIMATIONS
Idle State Animations
Breathing (All States):
- Subtle scale oscillation: 98% → 102% → 98%
- Duration: 4-6 seconds (varies by state)
- Easing: Sine in-out, organic feel
- Applied to: Door surface, number plate glow intensity
Flickering (Mystery/Warning):
- Random intensity variations: 80% → 100% → 90%
- Duration: 0.1-0.5 seconds per flicker
- Pattern: Procedural, never repeating
- Applied to: Neon trim, number plate, peephole
Dust Particles (All States):
- Emission rate: 2-5 particles/second
- Behavior: Float, drift, react to proximity
- Collision: Avoid door surface (mysterious repulsion)
- Lifecycle: 3-8 seconds, fade out
Hover/Focus Animations
Proximity Detection (2-meter radius):
- Trigger: Visitor enters zone
- Response: Door “notices”—subtle orientation shift toward visitor
- Audio: State-appropriate ambient increases 20%
- Particles: Increase emission rate 2x
Cursor Hover:
- Handle glow: 150% intensity increase
- Door surface: Subtle highlight sweep (left to right)
- Audio: Interaction cue (state-specific)
- Cursor: Custom icon appears (hand, pointer, warning)
Focus Hold (1+ seconds):
- Door “leans” slightly toward visitor (1-degree rotation)
- Peephole becomes more visible (camera zoom subtle)
- Audio: Deeper layer of ambient reveals
- Particles: Swirl pattern, drawn to focus point
Opening Sequence
Phase 1: Initiation (0.0-0.5s)
- Handle depression with mechanical click
- Lock mechanism disengagement sound
- Frame neon brightens 200%
- Particle burst at handle location
Phase 2: Movement (0.5-1.5s)
- Door rotation begins (hinge side)
- Easing: Slow start, accelerate, gentle stop
- Angle progression: 0° → 45° (standard)
- Light spill increases as gap widens
Phase 3: Reveal (1.5-2.0s)
- Door reaches final angle
- Interior fully visible
- Shadow cast completes
- Ambient audio crossfades to interior
Phase 4: Transition (2.0-2.5s)
- Screen begins fade/wipe to experience
- Door remains visible but desaturates
- Final particle sweep across threshold
- Complete handoff to experience scene
Closing/Transition Animations
Return Sequence:
- Experience fades, hallway reappears
- Door is open, showing completed interior
- Door begins close animation (reverse of open)
- State updates to Completed
Completion Glow:
- Number plate flashes green
- Frame neon shifts to steady white
- Satisfaction particle burst
- Audio: Completion chime
Auto-Close (if applicable):
- Trigger: 5 seconds post-return
- Gentle close, not abrupt
- Soft latch sound
- Return to Completed idle state
State Change Animations
Unlocking (Locked → Unlocked):
- Lock mechanism visible click (0.0s)
- Rust particle fall (0.2-1.0s)
- Number plate flicker to life (0.5s)
- Handle warmth transition (0.8s)
- Frame neon ignition (1.0s)
- Final “ready” pulse (2.3s)
Mystery Reveal (Mystery → [Any]):
- Glitch cascade across surface (0.0s)
- Reality tear at edges (0.5s)
- Material shift transition (1.0-2.5s)
- Final state crystallizes (2.5s)
- Stabilization pulse (3.0s)
- New state fully active (3.5s)
Warning Activation (Any → Warning):
- Ambient audio shifts to minor key (0.0s)
- Frame neon strobes red (0.2s)
- Surface material scorches (0.5s)
- Heat shimmer activates (0.8s)
- Impact from within (1.0s)
- Full warning state active (1.5s)
4. THE 40 DOORS BREAKDOWN
Door Categories by Theme
🌀 EXISTENTIAL DREAD (Doors 1-8)
The fundamental fears that keep humans awake
| Door | Theme | Initial State | Unlock Condition |
|---|---|---|---|
| 101 | Mortality Awareness | UNLOCKED | Starting experience |
| 102 | Time’s Passage | UNLOCKED | Complete 101 |
| 103 | Meaninglessness | LOCKED | Complete 102 |
| 104 | Isolation | LOCKED | Complete 103 |
| 105 | Free Will Doubt | LOCKED | Complete 2 doors |
| 106 | Identity Dissolution | LOCKED | Complete 4 doors |
| 107 | Cosmic Insignificance | MYSTERY | Complete 6 doors |
| 108 | The Void | MYSTERY | Complete all Dread doors |
🔥 SOCIAL ANXIETY (Doors 9-16)
The fears that live in other people
| Door | Theme | Initial State | Unlock Condition |
|---|---|---|---|
| 109 | Judgment | UNLOCKED | Starting experience |
| 110 | Rejection | UNLOCKED | Complete 109 |
| 111 | Exposure | LOCKED | Complete 110 |
| 112 | Abandonment | LOCKED | Complete 111 |
| 113 | Humiliation | LOCKED | Complete 3 doors |
| 114 | Invisibility | LOCKED | Complete 5 doors |
| 115 | Betrayal | WARNING | Complete 7 doors |
| 116 | The Crowd | MAJESTY | Complete all Social doors |
💀 MORTAL FEARS (Doors 17-24)
Physical and concrete threats
| Door | Theme | Initial State | Unlock Condition |
|---|---|---|---|
| 117 | The Dark | UNLOCKED | Starting experience |
| 118 | Heights | UNLOCKED | Complete 117 |
| 119 | Confinement | LOCKED | Complete 118 |
| 120 | Pursuit | LOCKED | Complete 119 |
| 121 | The Unseen | LOCKED | Complete 4 doors |
| 122 | Physical Harm | WARNING | Complete 6 doors |
| 123 | Loss of Control | MYSTERY | Complete 8 doors |
| 124 | The End | WARNING | Complete all Mortal doors |
🧠 PSYCHOLOGICAL (Doors 25-32)
The fears that live in the mind
| Door | Theme | Initial State | Unlock Condition |
|---|---|---|---|
| 125 | Memory Loss | UNLOCKED | Starting experience |
| 126 | Losing Grip | UNLOCKED | Complete 125 |
| 127 | The Doppelganger | LOCKED | Complete 126 |
| 128 | Unreality | LOCKED | Complete 127 |
| 129 | Obsession | LOCKED | Complete 5 doors |
| 130 | The Voice | MYSTERY | Complete 7 doors |
| 131 | Compulsion | WARNING | Complete 9 doors |
| 132 | The Break | MAJESTY | Complete all Psychological doors |
🌟 TRANSCENDENT (Doors 33-40)
The fears that hint at something beyond
| Door | Theme | Initial State | Unlock Condition |
|---|---|---|---|
| 133 | The Unknown | UNLOCKED | Starting experience |
| 134 | The Infinite | UNLOCKED | Complete 133 |
| 135 | The Pattern | LOCKED | Complete 134 |
| 136 | The Message | LOCKED | Complete 135 |
| 137 | The Threshold | MYSTERY | Complete 10 doors |
| 138 | The Watcher | WARNING | Complete 12 doors |
| 139 | The Truth | MAJESTY | Complete 15 doors |
| 140 | The Motel | ??? | Complete all doors |
Starting Configuration
Initially Unlocked (12 doors):
- 101, 102 (Existential Dread entry)
- 109, 110 (Social Anxiety entry)
- 117, 118 (Mortal Fears entry)
- 125, 126 (Psychological entry)
- 133, 134 (Transcendent entry)
Initially Locked (20 doors):
- Standard progression unlocks
- Require 1-3 prior completions each
- Visual: Rusted, cold, silent
Initially Mystery (4 doors):
- 107, 130, 137, 139
- Visual: Shifting, uncertain, intriguing
- Reveal to random state on unlock
Initially Warning (4 doors):
- 115, 122, 131, 138
- Visual: Alert, dangerous, compelling
- Higher difficulty/intensity experiences
Unlock Progression Logic
Linear Chains:
- Each category has 2-3 door chains
- Complete door N → Unlock door N+1
- Creates narrative progression within themes
Cross-Category Unlocks:
- Complete 2 doors → Unlock specific bridges
- Complete 5 doors → Unlock deeper experiences
- Complete 10 doors → Unlock mystery doors
Mystery Door Rules:
- Unlock condition reveals true state
- Can be any category, any difficulty
- 25% chance of being Warning state
- 25% chance of being bonus/secret content
Final Door (140):
- Requires ALL other doors completed
- State cycles through all types
- Experience: Meta-narrative about The Motel itself
- Completion: “Checkout” sequence, credits
5. DOOR BEHAVIORS
Invitation Behaviors
The Gentle Call (Unlocked doors):
- Warm glow intensifies with proximity
- Audio hum becomes melodic
- Dust particles flow toward door
- Subtle “breathing” feels welcoming
- Threshold light leak expands
The Curiosity Pull (Mystery doors):
- Peripheral vision catches movement
- Peephole shows something when glanced
- Audio almost-resolves into words
- Door position feels slightly wrong (uncanny)
- Visitor feels compelled to investigate
The Challenge (Warning doors):
- Visuals demand attention (strobing, contrast)
- Audio creates physical response (heartbeat)
- Proximity feels earned, not given
- Door seems to test visitor’s resolve
- Entry feels like commitment
Warning Behaviors
The Hesitation:
- Cursor magnetism away from door
- Screen vignette on direct gaze
- Audio compression creates distance
- Subconscious “are you sure?” cues
- Heartbeat audio syncs to create anxiety
The Consequence Hint:
- Brief flashes of what’s inside
- Audio snippets from the experience
- Particle effects suggest intensity
- Doorframe shows damage/wear
- Threshold has “been through something”
The Respect:
- Warning doors never deceive
- They show their nature honestly
- Visitor chooses with full knowledge
- No jump scares in the hallway
- The door warns, not tricks
Surprise Mechanics
Mystery Door Surprises:
- 15%: Auto-opens slightly on approach
- 10%: Number shows visitor’s name
- 5%: Peephole shows visitor’s eye
- 3%: Door knocks back when knocked
- 1%: Briefly shows “real world” through peephole
Environmental Surprises:
- Occasional door state changes when not looking
- Distant doors may open/close (atmospheric)
- Number plates may briefly show wrong numbers
- Hallway lights may flicker in patterns
- Sounds may come from wrong directions
Progression Surprises:
- Completing certain doors unlocks unexpected others
- Some doors have hidden “second experiences”
- Mystery doors may become any state
- Final door reveals all doors in new light
Proximity Reactions
Distance Zones:
| Zone | Distance | Reaction |
|---|---|---|
| Ambient | 10m+ | No specific reaction |
| Notice | 5-10m | Door enters peripheral awareness |
| Approach | 2-5m | State-specific behaviors activate |
| Intimate | 0-2m | Full interaction mode |
| Threshold | 0-0.5m | Pre-entry state |
Zone Transitions:
- Smooth interpolation between states
- No jarring pop-in of effects
- Audio crossfades between zones
- Particle density scales with proximity
Audio Cue System
Ambient Layer (Always Present):
- Hallway base ambience (60Hz hum)
- Distant, indistinct sounds
- Occasional structural creaks
- Air circulation/ventilation
Door-Specific Layer (Proximity-Based):
- State-appropriate drones/tones
- Experience preview sounds
- Emotional frequency targeting
- Dynamic volume by distance
Interaction Layer (Trigger-Based):
- Hover/click sounds
- State change audio
- Animation-synced effects
- Feedback confirmation
Emotional Layer (Contextual):
- Infrasound for unease (18.9Hz)
- Binaural beats for focus
- Harmonic resonance for peace
- Dissonance for tension
Particle Effect System
Dust (All Doors):
- Emission: Continuous, low rate
- Behavior: Float, drift, avoid door
- Color: Warm white, subtle
- Lifecycle: 5-10 seconds
Light Leaks (Unlocked/Completed):
- Source: Door gaps, peepholes
- Behavior: Beam projection, volumetric
- Color: State-appropriate
- Intensity: Proximity-scaled
Sparks (Warning):
- Emission: Intermittent, triggered
- Behavior: Brief, explosive
- Color: Orange, red, white
- Trigger: Impacts, state changes
Glitch Particles (Mystery):
- Emission: Random, procedural
- Behavior: Erratic, reality-breaking
- Color: RGB separation, wrong colors
- Pattern: Never repeating
Emotion Particles (Contextual):
- Fear: Cold blue, fast movement
- Calm: Warm gold, slow drift
- Curiosity: Shifting colors, spiral
- Warning: Red, sharp angles
6. TECHNICAL IMPLEMENTATION NOTES
State Machine Structure
DoorStateMachine
├── Base State
│ ├── Idle Behavior
│ ├── Proximity Response
│ └── Transition Triggers
│
├── Locked State
│ ├── No Interaction
│ ├── Ambient Only
│ └── Unlock Trigger
│
├── Unlocked State
│ ├── Full Interaction
│ ├── Invitation Behaviors
│ └── Entry Trigger
│
├── Mystery State
│ ├── Glitch Behaviors
│ ├── Surprise Mechanics
│ └── Reveal Trigger
│
├── Completed State
│ ├── Replay Available
│ ├── Satisfaction Feedback
│ └── Memory Echoes
│
└── Warning State
├── Hesitation Cues
├── Intensity Preview
└── Commitment Entry
State Transitions:
- All states can transition to Completed
- Mystery can transition to any state
- Locked can only transition to Unlocked
- Warning persists until entered
Animation Trigger Conditions
Idle Animations:
- Trigger: State entry
- Loop: Continuous
- Priority: Lowest
- Interruption: Never
Proximity Animations:
- Trigger: Distance < threshold
- Loop: While condition true
- Priority: Low
- Interruption: Smooth blend
Interaction Animations:
- Trigger: User input
- Loop: Single play
- Priority: High
- Interruption: Queue/complete
State Change Animations:
- Trigger: State transition
- Loop: Single play
- Priority: Highest
- Interruption: Never
Performance Considerations
LOD System:
- Distance > 15m: Static mesh, no animation
- Distance 5-15m: Simplified animation
- Distance < 5m: Full animation suite
- Distance < 2m: Particle effects active
Culling Strategy:
- Behind camera: No update
- Occluded: Reduced update rate (10fps)
- Visible: Full update (60fps)
- Focused: Priority update + prediction
Particle Budget:
- Max 100 particles per door
- Max 20 doors with particles active
- Distance-based emission scaling
- GPU particle simulation preferred
Audio Optimization:
- Max 5 doors with audible audio
- Distance-based volume attenuation
- Occlusion for blocked doors
- Pooling for one-shot sounds
Material Optimization:
- Shared material instances
- Shader variants by state
- Texture atlasing for numbers
- Normal map reuse
Implementation Checklist
Core Systems:
- State machine framework
- Proximity detection system
- Animation controller
- Audio manager
- Particle manager
- Material/Shader system
Door Components:
- Base door prefab
- State-specific variants
- Number plate system
- Peephole system
- Handle interaction
- Frame/neon system
Content Pipeline:
- 40 door configurations
- State transition library
- Audio asset library
- Particle effect library
- Material library
Optimization:
- LOD implementation
- Culling system
- Object pooling
- Async loading
- Memory management
APPENDIX: DOOR NUMBER REFERENCE
FLOOR 1 (101-140)
├── Existential Dread (101-108)
├── Social Anxiety (109-116)
├── Mortal Fears (117-124)
├── Psychological (125-132)
└── Transcendent (133-140)
LEGEND:
🔓 = Unlocked (starting)
🔒 = Locked (progression)
❓ = Mystery (surprise)
⚠️ = Warning (intense)
“The Motel has always been here. The doors have always been waiting. The only question is: which one will you open first?”
Document Version: 1.0 System Designer: AI Systems Architect For: THE MOTEL Development Team