README.md

Game Treatment
Game begins: we see a menu displayed against the backdrop of a studio apartment. If “Start game” or whatever is selected, this backdrop is revealed to be the player’s actual point of view (point of reference: Eidolon). This studio apartment is messy and very small: lots of empty bottles strewn about, poorly furnished, mildly dirty, etc. As the game proper begins, a radio crackles to life. A man begins to speak: he says that today marks the 20th (or whatever) anniversary of the nuclear disaster at INSERT NAME HERE Plant. Radioman details what happened, says that seven men were trapped inside as the reactor went supercritical (yes that’s the actual term). This little radio bit happens as the player explores this room. Should they try to leave, the PC will say to himself that he needs his watch, his Geiger counter, and his camera. After the player finds these three items in the room, they’ll be allowed to leave. The door opens to a blinding bloom effect, which fades to reveal that the PC is now standing in front of the plant that the radioman was speaking about. Should the player turn around, the doorway/room will obviously no longer be there. That’s what we call ellipsis, children.
Upon entering the plant, the PC will set a timer on his watch to 10-20 minutes (personally, I think this should be a purely artificial constraint, until the end of this sequence. The PC will enter the first room, and the door will close behind them. Gameplay Idea: a minor puzzle is solved by searching through the room, taking a picture of a certain object: this picture taking will trigger one of them ghostly events we was talking about, and the door will open. After this, the player must use the gieger counter to figure out where to go: it will get louder, than immediately drop off when the player enters the correct room/area. The player must then find another relevant item or do some kind of puzzle or whatever, then another ghost bit triggers. As the player goes through these minor puzzles and sees the ghostly events, we learn the names of 8 men who worked in the plant. As the player progresses through the plant, it becomes more aurally lively: the faint sounds of machinery can be heard, and snippets of conversation will trigger in the previously explored rooms. Eventually the familiar static of a radio can be heard once again: the radio man will say that he has a song for one of the names we now know, from another one, with the message: “I know you can hear this”: some pretty guitar or piano tune begins to play (this sound will be diegetic, so it will be louder near the source, but it should also have a certain ethereal, unnaturally loud quality wherever you go, like it is echoing through the whole building). When the song fades out, the radioman will speak again, say something creepy, then the radio cuts off). After this, the PC checks his watch, realizes he needs to leave. Should the PC make it back to the entrance, they will find the door is gone, replaced with brick, and some graffiti. PC succumbs to radiation. 
PC awakes after succumbing. The layout of the plant remains the same, but it is dirtier/perhaps a bit bloody. The sound of machinery is now cacophonous. Radioman begins to speak directly to the player, his voice changing every few words. The player needs to find the radio, which will be where it was before maybe or maybe not idk. Ghostly images will cut upt he gameplay all subliminal like, like in the exorcist and stuff. After finding the radio (maybe they need to smash it with something?) a previously unforeseen passageway will reveal itself. Here we get the jump cut sequence we talked about before if y’all want to do that still. The radio folks are still talking, sounding more unnatural and accusatory. We finally reach the reactor room, which the player explores to find seven bodies. The door closes, we look through the porthole thing to see the seven men, all ghostly. Cut to black, game over.