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Screenshot 2024-12-10 140636.png

Operation:RAT

Walkthrough

Level Highlights

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LH_5.png
LH_12.png
LH_2.png
LH_6.png
LH_10.png
LH_3.png
LH_7.png
LH_11.png
LH_4.png
LH_8.png
LH_9.png

​Level Layout

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Miro Board

Pacing & Player Pressure Graph

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Start - Vent (50 - 40)

The emotional value drops due to the vent's cramped, oppressive design, triggering discomfort from the start.

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Vent - Missile First View - Continue Vent (40 - 45 - 35)

Emotional value briefly rises with a panoramic view of the missile base, then drops again as the player returns to the claustrophobic vents

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Leave Locker Room (35 - 40)

The player obtains an ID card, exits the vent, and enters a larger area

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Data Modular (40 - 30)

The lab puzzle mechanics drop emotional value to 30 or even 20 if the player struggles.

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Bar (30 - 35)

Mini-games and Easter eggs offer brief relief from the game's tense atmosphere.

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Elevator (30 - 35)

As the player rides the elevator, the opening roof delivers a striking moment of visual impact.

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Check Point Card (35 - 25)

A stealth mission increases pressure, dropping emotional value to 25 or even 15 if the challenge overwhelms.

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Active self-destruction (25 - 70

The Turning Point: Pressure Release

After triggering the missile self-destruct, the combat phase lets players release the pressure built up throughout the game.

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Escape Elevator (70 - 60

After the combat phase, the player takes the escape elevator, offering a moment to decompress, then continues the combat.

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Helicopter Leaving (60 - 100

After the final defense battle, the player escapes by helicopter, bringing the game to a close and releasing all remaining tension.

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