How I created a text-based adventure game that uses classic literature to guide players through self-discovery.
The Concept
What if a video game could be a tool for introspection?
Not through explicit therapy mechanics, but through the timeless art of storytelling?
Labyrinth of the Mind is my answer to that question-an interactive text adventure where players navigate a metaphorical labyrinth, making choices that reveal aspects of their personality while collecting three keys: Shadow, Light, and Truth.
Why a Labyrinth?
The labyrinth is one of humanity’s oldest symbols.
Unlike a maze (designed to confuse), a labyrinth has a single winding path that leads to the center and back out. It represents the journey inward the willingness to face what’s at our core.
In the game, players encounter rooms inspired by this symbolism:
The Hall of Mirrors — Confronting different versions of yourself
The Shadow Chamber — Meeting the parts you deny
The Chamber of Light — Facing your own potential
The Well of Memory — Drinking from joy and sorrow
The Library of Unlived Lives — Every book is a life you could have lived
Literary Companions
Each room features a quote from writers who explored the inner landscape:
> “One does not become enlightened by imagining figures of light, but by making the darkness conscious.” Carl Jung
> “We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time.” T.S. Eliot
> “The wound is the place where the Light enters you.” Rumi
These aren’t decorations-they’re guides. The quotes set the emotional tone and offer wisdom that players can carry beyond the game.
The Three Keys
To complete the labyrinth, players must collect three keys:
The Shadow Key 🗝️ — Earned by acknowledging what you’ve denied
The Light Key ✨ — Earned by accepting your potential
The Truth Key 🔑 — Earned by embracing your authentic story
Each key requires a meaningful choice, often accompanied by a reflection prompt where players can journal their thoughts.
Reflection as Gameplay
At certain moments, the game pauses and asks:
“What do you hope to find within yourself?”
“What part of yourself have you been avoiding?”
“If your life were a book, what would its title be?”
Players can answer honestly, skip, or simply sit with the question. Their responses are saved and presented at the end as a “journal” they can download.
This isn’t about “winning” it’s about the experience of being asked.
Multiple Endings, Multiple Truths
Your journey determines your ending:
The Enlightened One — For those who reflected deeply and embraced both shadow and light
Shadow Walker — For those drawn to the darkness, finding strength there
Light Seeker — For those who believed in their potential
The Swift Traveler — For those who moved with purpose
The Wanderer — For those who explored every corner
There’s no “bad” ending. Each represents a valid way of moving through life.
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