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I always do the graphics first, I believe that when you are in the environment and go around there, the ideas just come, i really like your idea and of course that dangerous GPT:) 

i was thinking that after disappearing people and that strangelights, to make the items easier, a female voice in the speaker, says the tasks, and this voice should be so wired, And if we show that the character is in an illusion and a dream and at the end he wakes up and sees that he fell asleep in the first place and has been sitting all of the time.

  The car arrives at the station and the door opens, passengers leave the door and the last person the character sees in the station, is the main scary character

That could work well, but be careful to make everything in the game happen for a reason. I used to teach screenwriting at a film school and one of the major things that make people roll their eyes at a story is the "it was all a dream" scenario retconning the whole thing at the end... in other words, waking up from a dream and realizing that everything you just did or saw was completely pointless. Think about Silent Hill... everything isn't necessarily real, but what happens in the "fake" world is driven by events in the real world. Creature designs are based on various psychological issues the characters face, and the strange events that take place in the dreamworld are connected to or metaphorical for something that actually effects the story.

Try to think of ways to connect what's happening in the dream to actual events in the protagonist's life. Puzzles and interactions should be indicative of something that matters to the character, some subconscious lesson their mind is trying to teach them, taking the form of the scary creature (which, in the reveal at the end, can be interpreted a number of ways... either the character gave so much mental focus to it that they actually created it in Tulpa fashion... or maybe it was real all along and was responsible for whatever took place in the protagonist's life).

The cool and fun thing about this is that you don't actually have to explain any of this in the game, and you really shouldn't. There's another rule in storytelling that video games (and anime) are especially good at breaking; show, don't tell. If you think of the entire reason for every creature, puzzle, event, etc. in your story, and let that guide your design, then players will be able to piece together the mystery of exactly what just happened on their own, even if you don't tell them or give subtle dialog hints (ie. "That voice over the loudspeaker... it sounds... no, it couldn't be... but it sounds just like HER..."), and make for a much more enjoyable experience. This could actually be a tremendous marketing help for your game if you get Let's Players to come up with theories about what they just played to add more mystery and suspense.

And, for good measure, I asked ChatGPT for some ideas as to what the subway car itself could represent psychologically:

"A subway car can represent many different things in a dream sequence, as it is a common symbol in dreams that can have many different interpretations. Here are some ideas to consider for your story:

  1. Confinement: The subway car can represent a feeling of being trapped or confined, as the protagonist is trapped in a small space and unable to escape. This could reflect the protagonist's feelings of being trapped in their own life or situation.
  2. Journey: The subway car can also represent a journey, both physically and emotionally. The protagonist's journey through the subway car in their dream could represent their journey through life and their internal struggles.
  3. Anxiety: The crowded and fast-paced environment of a subway car can represent feelings of anxiety and stress. The protagonist's experience of this in their dream could reflect their feelings of being overwhelmed and stressed in their waking life.
  4. Fear of the unknown: The subway car can also represent the unknown, as it takes the protagonist to an unknown destination. This fear of the unknown could reflect the protagonist's fear of the future or fear of change.
  5. Powerlessness: The protagonist's experience on the subway car in their dream could also represent feelings of powerlessness and helplessness, as they are unable to control their journey or the events that unfold.

These are just a few ideas to consider, and the interpretation of the subway car in the dream sequence will ultimately depend on the individual story and the protagonist's personal experiences and fears."

i love this part "connect what's happening in the dream to actual events" This gave me a lot of ideas

TNX