LAMY.  intro prototypes

two full cuts on top — one story each, told straight through all five parts — then the seven single-idea comps. fonts: Cormorant Garamond + Fondamento. font candidates →
seven cold opens, one language. every one of them: a stormy night, the protagonist asleep, a dream of something ancient and dark (or is it?), and waking up. press any key to start one; E skips ahead; Esc comes back here. sound on.

Athe bellthe boy asleep in the storm. the legend he knows by heart, on one long cloth the camera walks along: the lady · her name in bronze · the chained thing under the lake with a bell hung over it to warn the town · the man who wanted the chains off, driven out, swearing to come back. rain falls on the story; it darkens to tonight; the camera drifts off the cloth into the water — where the same boy sinks to the same bell, and the same hooded man is cutting its chains. the last one needs a hand from the town. he gives the boy a body for it. → the playable dream → a chain comes off → he wakes to the real bells ringing wrong, before light.credits → setup → dream → dream(?) → waking · ~3 min · the hooded man in every part Bthe namesame boy, same legend on the cloth (here: “as long as someone could still say her name, the chains held”). tonight the woven town walks — the line he has walked in every night of his life — and the hooded man walks the other way, erasing, until he reaches the one figure who can still say it. “say it.” press E to try. nothing comes out. “then you will help me take it off the rest.” he gives the boy a body. → the playable dream → he wakes with a sore throat, tries to say her name, and it is not there.credits → setup → dream → dream(?) → waking · interactive beat · ~3 min 01the drowned bellthe camera sinks through the roof, through the bed, under the lake: a great bell chained to the floor. the chains are cut. every ring takes a house off the shore. he wakes to the real bells, ringing wrong.✓ loved · bells now sour (tritone + beating second) · in the full cut 02the processiona carved wall at the bottom of the well. tonight the carving walks — a whole town carrying her name — and a dark figure walks the other way, unmaking every soul it passes. one figure in the line is drawn in red. it is the only one that turns.✓ “legit scary” · the hieroglyph style stays 03the namea plain at the end of the world. four stones as tall as towers: the four letters of a name nobody can read. a hand the size of a house rubs them out. the last one will not go quietly. say it.~ the scale (tiny figure vs. huge hand) works; the letters don’t 04the lake risesthe whole town from above, in the rain. the lake edge starts to move. street by street the water takes the town, and something huge moves under it. in the bedroom, water drips from the ceiling. drip. drip. the floor is wet.✓ the eye, and the drip-wake · in the full cut 05the stone doora stair into the earth — it rains even there. at the bottom, a door with a name instead of a handle. the player presses E to try to say it. nothing comes out. it opens anyway. for someone else.✓ “scariest yet” · the spiral is weird (to fix if it goes in) 06two sleeperssplit frame, torn down the middle. the boy in his bed; something enormous asleep under the lake. they breathe in time. every thunderclap, the great eye opens a little more.~ keep only the idea: they breathe in the same rhythm 07the tapestrythe legend, woven on old cloth. then it starts raining on the story. a dark figure scrapes the woven souls away. the cloth tears open — and through the hole is the real bedroom, the boy sitting up.✓ STRONG · the setup of the full cut

shared toolkit: lib.js (pencil primitives, bedroom, rain, thunder + lightning, dream lens, carved-mural vocabulary, procedural sound, scene runner). mix and match — the winning intro will probably be a cut of two or three of these.