Whoa, after finishing the demo, I thought, how does this approach dual purpose? I like seeing games that approach it in a more thematic/narrative/rule/system kind of way since I thought of it in a more mechanical/input sense. It definitely was creepy and comical at the same time haha. The chair makes sense as it evokes the sense of a human popping up somewhere or the chair being sentient and maybe, potentially taking revenge (because of the wood arm and chair messages). Anything can be read from it. Took me some minutes to figure out how to trigger the next moment but I got it. And I really like how the end has [Spoilers for anyone else potentially reading]
2 chairs back to back to further indicate that you've reached the end, as you cannot go behind any of those chairs. Mixing this with some mechanical dual purpose, like the zoom in triggering certain things might make this fulfill the theme to the max!
Viewing post in Stand Behind the Chair jam comments
Thank you! :) The zoom fulfilling a double purpose is a cool idea - for this project, though, I decided to stay away from mechanical multi-purposeness as it tends to be the most in-your-face one (not saying it's a bad thing - in many cases it may be exactly what you want!) and, the thematic ambiguitiy in this game being a bit in the background as it is, I feared it may completely steal the focus off of it, resulting in the game being locked in the "yeah, that game where the zoom also does X" shelf, without diving too much deeper. Glad you liked it, thanks for playing! :)