Project Sekai

Let Me In

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Let Me In begins with the protagonist alone in their room, enjoying a peaceful evening in front of the TV. Everything feels normal until a sudden knock at the door changes the atmosphere. There were no plans for visitors, yet someone is waiting outside. The player must decide whether to respond, stay silent, or confront the unknown presence. The situation seems simple, but the consequences of each action are unclear.

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Let Me In begins with the protagonist alone in their room, enjoying a peaceful evening in front of the TV. Everything feels normal until a sudden knock at the door changes the atmosphere. There were no plans for visitors, yet someone is waiting outside. The player must decide whether to respond, stay silent, or confront the unknown presence. The situation seems simple, but the consequences of each action are unclear.

A Stranger Who Won’t Leave

The guest behaves in a way that feels unnatural. Their voice is slow, their words carefully chosen, and their intentions are never fully revealed. They insist on coming inside, but should they be trusted? The player must observe their movements, listen to what they say, and decide whether opening the door is the right choice. Each interaction leads to a different path, and ignoring the guest may not guarantee safety.

A Game of Choice and Consequence

Built in Ren’Py, Let Me In offers a short but interactive experience where decisions shape the night. Multiple endings encourage players to explore different outcomes, each revealing more about the mysterious visitor. What seems like an ordinary night at home quickly turns into something else, where even small choices can lead to unexpected results.

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Project Sekai
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