PILLARS OF VERSITALITY
using https://www.youtube.com/watch?v=_xlOcQy8ECw
geodesic type gameplay
wind and zip blocks
3 long rooms
each room 20 seconds longer then the last (20 for r1, 40 for r2, 60 for r3)
each room has the same difficulty moment to moment gameplay
rooms are stacked on top of each other, bottom to top
white snowy deco with semi-low visibility
busy deco
spinners for deco, none where the gameplay is
greyscale deco with some blue highlights #a2effc (touch switches, refils, etc)
greyscale colourgrade appart from one specific shade of blue
decide at end - 0.9x zoom (not extended camera dynamics)
mix of open and tight spaces
pillars of frozen things (buildings? ice spires?)
minimal entities other then the base geodesic stuff and zip blocks
lots of verticallity
maybe some water? (icy? would it kill the player? would it be part of the gameplay?)

main tiles:
girders for the buildings, dark colour with light highlights (but icy)
some sort of ground tile, light color (dirt? stone? ice?)

lore kinda stuff:
ending has a beautiful sky (show me the sky)
the journey is what you came here for (show me how to live):
 - the climb is said to be a challenge of the god
the player is blind (lore wise)

room names:
r1: MIRROR
r2: MONSTER
r3: GATE

map description:
BEFORE THE MIRROR 
BEFORE THE MONSTER 
BEFORE THE GATE 

BEFORE IT ALL 

THE STORY OF A BLIND GIRL WHO TAUGHT A GOD TO SEE