Sixth Chamber

Unreal Engine 4

Blueprints

HTML5 Support

Blender

Photoshop

Game Jam Brief

Only One

Sixth Chamber was created solo over five days for the Pirate Software annual Game Jam. The project was designed around the prompt "Only One", which became the idea of having only one bullet in the chamber and relying on luck or skill to earn your freedom.

The result was a typing, SAW-inspired death-trap experience built as a self-contained vertical slice. I designed, modelled, animated, and programmed the project within the jam's time limit.

Dynamic Difficulty And Chance

Rolling Averages

The game used rolling averages to support dynamic difficulty scaling. This allowed the experience to respond to the player's recent performance instead of relying on one fixed difficulty value throughout the run.

Weighted Roulette Systems

The Russian roulette element used weighted chance systems to control its outcomes. This gave the central risk mechanic room for variation while keeping the result tied to the game's wider progression and difficulty design.

Typing Interaction

Keyboard-Matched Feedback

Typing was one of the main ways the player interacted with the death trap. The typewriter keys were animated to match the keys from the user's keyboard, making each input feel connected to the physical machine presented in the game.

This interaction helped combine the game's typing premise with its visual language, while keeping the player focused on the sequence of inputs needed to progress.

State-Driven Game Flow

Structured Events

State-driven game events were used to keep the tutorial, gameplay, and failure moments distinct. This gave the short project a clear flow and made it possible to present a complete start-to-finish experience within a small vertical slice.

Failure And Replay

The failure state formed a natural end point for each attempt, reinforcing the game's central risk while giving the player a clear outcome from the decisions made during the run.